Methods and systems for providing personalized interactive entertainment

ABSTRACT

Methods and systems are described for providing a retail product that allows a consumer to participate in a personalized interactive entertainment experience in one or more venues. The retail product is capable of wirelessly interfacing with interactive devices in the venues that are capable of producing sensory effects based on communication from and/or to the retail product. Furthermore, the retail product preferably has an independent or intrinsic value apart from the use of the product in the venues, and may include, for example, a toy, apparel, and/or jewelry. In certain examples, the methods include tracking the consumer&#39;s use of the retail product in the venue(s). Such tracking information may be used to customize the experience of the user during a subsequent visit to the same venue or another venue.

RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.14/204,330, filed Mar. 11, 2014, now U.S. Pat. No. 9,616,334, issuedApr. 11, 2017, which is a continuation of and claims priority benefitunder 35 U.S.C. § 120 from U.S. patent application Ser. No. 13/440,812,filed Apr. 5, 2012, now U.S. Pat. No. 8,702,515, issued Apr. 22, 2014,which is a divisional of U.S. patent application Ser. No. 13/209,087,filed Aug. 12, 2011, now U.S. Pat. No. 8,827,810, issued Sep. 9, 2014,which is a continuation of and claims priority benefit under 35 U.S.C. §120 from U.S. patent application Ser. No. 11/507,934, filed Aug. 22,2006, which is a continuation-in-part of and claims priority benefitunder 35 U.S.C. § 120 from U.S. patent application Ser. No. 11/183,592,filed Jul. 18, 2005, now U.S. Pat. No. 8,608,535, issued Dec. 17, 2013,which is a continuation of and claims benefit of priority under 35U.S.C. § 120 of U.S. patent application Ser. No. 10/410,583, filed Apr.7, 2003, now U.S. Pat. No. 6,967,566, issued Nov. 22, 2005, which claimspriority under 35 U.S.C. § 119(e) to U.S. Provisional Application No.60/370,568, filed Apr. 5, 2002, each of which is hereby incorporatedherein by reference in its entirety and is to be considered a part ofthis specification.

BACKGROUND OF THE INVENTION Field of the Invention

Embodiments of the present invention relate to providing a retailproduct to a consumer and, in particular, to methods for providing aretail product for interfacing with interactive devices in one or morevenues.

Description of the Related Art

Games, play structures and other similar entertainment systems are wellknown for providing play and interaction among children and adults. Awide variety of commercially available play toys and games are alsoknown for providing valuable learning and entertainment opportunitiesfor children, such as role playing, reading, memory stimulation, tactilecoordination and the like.

However, there is always a demand for more exciting and entertaininggames and toys that increase the learning and entertainmentopportunities for children and stimulate creativity and imagination.

SUMMARY OF THE INVENTION

The present invention provides a unique system and method of multi-mediagame play carried out utilizing an interactive “wand” and/or othertracking/actuation device to allow play participants to electronicallyand “magically” interact with their surrounding play environment(s). Theplay environment may either be real or imaginary (i.e. computer/TVgenerated), and either local or remote, as desired. Optionally, multipleplay participants, each provided with a suitable “wand” and/or trackingdevice, may play and interact together, either within or outside one ormore play environments, to achieve desired goals or produce desiredeffects within the play environment.

In accordance with one embodiment the present invention provides aninteractive play system and wand toy for enabling a trained user toelectronically send and receive information to and from other wand toysand/or to and from various transceivers distributed throughout a playfacility and/or connected to a master control system. The toy wand orother seemingly magical object is configured to use a send/receive radiofrequency communication (SRRF) protocol which provides a basicfoundation for a complex, interactive entertainment system to create aseemingly magic interactive play experience for play participants whopossess and learn to use the magical wand toy.

In accordance with another embodiment the present invention provides aninteractive play structure in the theme of a “magic” training center forwould-be wizards in accordance with the popular characters andstorylines of the children's' book series “Harry Potter” by J. K.Rowling. Within the play structure, play participants learn to use a“magic wand” and/or other tracking/actuation device. The wand allowsplay participants to electronically and “magically” interact with theirsurrounding play environment simply by pointing or using their wands ina particular manner to achieve desired goals or produce desired effectswithin the play environment. Various receivers or transceivers aredistributed throughout the play structure to facilitate such interactionvia wireless communications.

In accordance with another embodiment the present invention provides awand actuator device for actuating various interactive play effectswithin a radio frequency identification (RFID) compatible playenvironment. In certain embodiments, the wand comprises an elongatedhollow pipe or tube having a proximal end or handle portion and a distalend or transmitting portion. An internal cavity may be provided toreceive one or more batteries to power optional lighting, laser or soundeffects and/or to power long-range transmissions such as via an infraredlight emitting diode (LED) transmitter device or RF transmitter device.The distal end of the wand is fitted with an RFID transponder that isoperable to provide relatively short-range radio frequency (RF)communications (for example, less than 60 centimeters) with one or morereceivers or transceivers distributed throughout a play environment. Thehandle portion of the wand is fitted with optional combination wheelshaving various symbols and/or images thereon which may be rotated toproduce a desired pattern of symbols required to operate the wand orachieve one or more special effects.

In accordance with another embodiment the present invention provides anRFID card or badge intended to be affixed or adhered to the front of ashirt or blouse worn by a play participant while visiting an RF equippedplay facility. The badge comprises a paper, cardboard or plasticsubstrate having a front side and a back side. The front side may beimprinted with graphics, photos, or any other information desired. Thefront side may include any number of other designs or informationpertinent to its application. The obverse side of the badge containscertain electronics comprising a radio frequency tag pre-programmed witha unique person identifier number (UPIN). The UPIN may be used toidentify and track individual play participants within the playfacility. Optionally, each tag may also include a unique groupidentifier number (UGIN) which may be used to match a defined group ofindividuals having a predetermined relationship.

In accordance with another embodiment the present invention provides anelectronic treasure hunt game. Game participants receive a card, mapand/or identification badge configured with an RFID tag, bar-code or amagnetic “swipe” strip or the like. The RFID tag or other identifyingdevice is used to store certain information identifying each playparticipant and/or describing certain powers or abilities possessed byof an imaginary role-play character that the card represents. Playersadvance in the game by finding clues and solving various puzzlespresented. Players may also gain (or lose) certain attributes, such asmagic skills, magic strength, fighting ability, various spell-castingabilities, etc. All of this information is preferably stored on the RFIDtag or card so that the character attributes may be easily andconveniently transported to other similarly-equipped play facilities,computer games, video games, home game consoles, hand-held game units,and the like. In this manner, an imaginary role-play character iscreated and stored on a card that is able to seamlessly transcend fromone play medium to the next.

Certain embodiments of the invention include a method of providing aretail product to a consumer. The method comprises: (i) providing afirst interactive device in a first venue, the first interactive devicebeing capable of producing a first sensory response: (ii) providing asecond interactive device in a second venue, the second interactivedevice being capable of producing a second sensory response, wherein thesecond venue differs from the first venue; (iii) providing to a consumera retail product capable of interfacing in the first venue with thefirst interactive device to cause the first sensory response and in thesecond venue with the second interactive device to cause the secondsensory response, the retail product further comprising an intrinsicvalue that is independent of a use of the retail product by the consumerin the first or second venues; and (iv) tracking the use of the retailproduct by the consumer in the first or second venues. For example, theretail product may comprise at least one of a toy, apparel and acollector's item, and/or the first venue may comprise at least one of anentertainment or leisure facility, a restaurant, and a hotel.

Certain embodiments of the invention also include another method forproviding interactive entertainment. The method comprises: (i) providinga first interactive device in a first venue, the first interactivedevice configured to produce a first sensory response; (ii) providing asecond interactive device in a second venue, the second interactivedevice configured to produce a second sensory response, wherein thesecond venue differs from the first venue; (iii) providing to a consumera retail product configured to generate a first wireless signal tointerface in the first venue with the first interactive device to causethe first sensory response, the retail product being further configuredto generate a second wireless signal in the second venue with the secondinteractive device to cause the second sensory response; and (iv)tracking the use of the retail product by the consumer in the first orsecond venues. In certain embodiments, the first and/or second wirelesssignal may comprise an RF signal, an infrared signal, a laser,combinations of the same or the like.

In certain embodiments, a method is disclosed for providing aninteractive toy to a consumer for use in a variety of differentenvironments. The method comprises: (i) providing an interactive toy toa consumer, wherein the interactive toy comprises a stand-alone valueindependent of a use of the interactive toy with other objects; (ii)providing a first reader device in a first entertainment facility, thefirst reader device being capable of electrically interfacing with theinteractive toy to produce a first sensory response; (iii) providing asecond reader device in a second facility, the second reader devicebeing capable of electrically interfacing with the interactive toy toproduce a second sensory response, wherein the second facility isdistinct from the first entertainment facility; and (iv) electronicallytracking the use of the interactive toy in at least one of the firstentertainment facility and the second facility.

In certain embodiments, another method is disclosed for providinginteractive entertainment. The method includes: (i) providing aninteractive toy to a consumer; (ii) providing a first reader device in afirst entertainment facility, the first reader device configured toelectrically interface with the interactive toy to produce a firstsensory response; (iii) providing a second reader device in a secondfacility, the second reader device configured to electrically interfacewith the interactive toy to produce a second sensory response, whereinthe second facility is distinct from the first entertainment facility;and (iv) electronically tracking the use of the interactive toy in atleast one of the first entertainment facility and the second facility.

In certain embodiments, a method is disclosed for marketing a retailproduct to a consumer. The method includes: (i) providing at least oneinteractive device in a venue, the at least one interactive deviceconfigured to produce at least one effect; (ii) providing to a consumera retail product capable of wirelessly interfacing in the venue with theat least one interactive device to trigger the at least one effect, theretail product comprising an intrinsic value that is independent of ause of the retail product by the consumer in the venue; (iii) allowingthe consumer to use the retail product in the venue for a period oftime; and (iv) offering for sale, after the period of time, the retailproduct to the consumer.

In yet other embodiments of the invention, a method is disclosed formarketing a retail product to a consumer. The method comprises: (i)providing at least one interactive device in a venue, the at least oneinteractive device configured to produce at least one effect; (ii)providing to a consumer a retail product configured to generate awireless signal to interface in the venue with the at least oneinteractive device to trigger the at least one effect, the retailproduct comprising an intrinsic value that is independent of a use ofthe retail product by the consumer in the venue; (iii) allowing theconsumer to use the retail product in the venue for a period of time;and (iv) offering for sale, after the period of time, the retail productto the consumer.

For purposes of summarizing the disclosure, certain aspects, advantagesand novel features of the inventions have been described herein. It isto be understood that not necessarily all such advantages may beachieved in accordance with any particular embodiment of the invention.Thus, the invention may be embodied or carried out in a manner thatachieves or optimizes one advantage or group of advantages as taughtherein without necessarily achieving other advantages as may be taughtor suggested herein.

BRIEF DESCRIPTION OF THE DRAWINGS

Having thus summarized the general nature of the invention and itsessential features and advantages, certain preferred embodiments andmodifications thereof will become apparent to those skilled in the artfrom the detailed description herein having reference to the figuresthat follow, of which:

FIG. 1 is a perspective view of a play participant holding aninteractive wand for playing an interactive adventure game in accordancethe present invention;

FIG. 2 is a perspective view of a play participant learning to use theinteractive wand of FIG. 1 using a computer game and a training manual;

FIG. 3 is a perspective view of an adventure game center provided withina movie theatre configured to facilitate interactive game play inaccordance with the present invention;

FIG. 4 is a perspective view illustrating how play participants can usethe wand of FIG. 1 to create an interactive experience within a movietheatre;

FIG. 5 is a perspective view of a play participant playing aninteractive adventure game using a computer and the wand device of FIG.1;

FIG. 6 is a perspective view of an interactive adventure game centerhaving features of the present invention;

FIG. 7 is a perspective view of a play participant playing aninteractive adventure game in accordance with the present invention, andillustrating the use of an extrinsic clue or information source;

FIG. 8 is a perspective view of a retail store facility having aninteractive adventure game center in accordance with the presentinvention;

FIG. 9 is a perspective view of an alternative embodiment of aninteractive adventure game center provided within the retail store ofFIG. 8 and having features of the present invention;

FIG. 10 is a perspective view of an interactive adventure game carriedout using a computer game console and one or more wand devices;

FIG. 11 is a perspective view of another alternative embodiment of aninteractive adventure game center or play structure such as may beprovided within a family entertainment center or theme park;

FIG. 12 is a perspective view of a play participant within aninteractive adventure game center casting “magical” spells using thewand device of FIG. 1;

FIG. 13 is an alternative perspective view of the interactive adventuregame center of FIG. 11;

FIG. 14 is a perspective view of an RFID-enabled interactive game deviceor console having features of the present invention;

FIG. 15 is a perspective view of an RFID-enabled interactive gamedevice, ride or console having features of the present invention;

FIG. 16 is a perspective view of two play participants playing aninteractive game using multiple computers communicating via theinternet;

FIG. 17A is a perspective view of a magic wand toy for use with aninteractive adventure game having features and advantages in accordancewith the present invention;

FIG. 17B is a partially exploded detail view of the proximal end orhandle portion of the magic wand toy of FIG. 17A, illustrating theoptional provision of combination wheels having features and advantagesin accordance with the present invention;

FIG. 17C is a partial cross-section detail view of the distal end ortransmitting portion of the magic wand toy of FIG. 17A, illustrating theprovision of an RF transponder device therein;

FIG. 18 is a simplified schematic diagram of an RF reader and mastercontrol system for use with the magic wand toy actuator of FIG. 17Ahaving features and advantages in accordance with the present invention;

FIGS. 19A and 19B are front and rear views, respectively, of an optionalRFID tracking badge or card for use within an interactive adventure gamehaving features and advantages in accordance with the present invention;

FIGS. 20A and 20B are schematic diagrams illustrating typical operationof the RFID tracking badge of FIG. 19;

FIG. 21 is simplified schematic diagram of an RFID read/write system foruse with the RFID tracking badge of FIG. 19 having features andadvantages in accordance with the present invention;

FIG. 22 is a simplified block diagram illustrating the basicorganization and function of the electronic circuitry comprising theRFID tag device of FIG. 19B;

FIG. 23, which includes FIGS. 23A and 23B, is a schematic block diagramillustrating how an interactive adventure game in accordance with thepresent invention can be implemented simultaneously and seamlesslywithin multiple play environments and entertainment mediums;

FIG. 24 illustrates a flowchart of an exemplary embodiment of a retailprocess of providing an interactive device for use in multipleinteractive venues;

FIG. 25 illustrates a flowchart of an exemplary embodiment of a retailprocess for providing a consumer with an option of purchasing aninteractive device after using the device in at least one venue;

FIG. 26 illustrates a flowchart of a multi-layered interactive game thatutilizes both retail and entertainment phases, according to certainembodiments of the invention;

FIGS. 27A-27E illustrate screen shots usable with the multi-layeredinteractive game depicted in FIG. 26, according to certain embodimentsof the invention; and

FIG. 28 illustrates dueling stations according to certain embodiments ofthe invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Basic Game Play

In one preferred embodiment the invention provides a system and methodof multi-media game play carried out using one or more interactive“wands” and/or other tracking/actuation devices which allow playparticipants to electronically and “magically” interact with theirsurrounding play environment(s). The play environment may either be realor imaginary (i.e. computer/TV generated), and either local or remote,as desired. Optionally, multiple play participants, each provided with asuitable “wand” and/or tracking device, may play and interact together,either within or outside one or more play environments, to achievedesired goals or produce desired effects within the play environment.

For example, the invention may be carried out as an electronic treasurehunt game. Game participants receive a card, map and/or identificationbadge configured with an RFID tag, bar-code or a magnetic “swipe” stripor the like. The RFID tag or other identifying device is used to storecertain information identifying each play participant and/or describingcertain powers or abilities possessed by of an imaginary role-playcharacter that the card represents. Players advance in the game byfinding clues and solving various puzzles presented. Players may alsogain (or lose) certain attributes, such as magic skills, magic strength,fighting ability, various spell-casting abilities, etc. All relevantgame information is preferably stored (or addressably identified) on theRFID tag or card so that the character attributes may be easily andconveniently transported to other similarly-equipped play facilities,computer games, video games, home game consoles, hand-held game units,and the like. In this manner, the game is able to seamlessly transcendfrom one play or entertainment medium the next.

FIG. 1 illustrates one embodiment of an interactive treasure hunt gamehaving features and advantages of the present invention. The particulargame illustrated takes on the theme of the popular characters andstorylines of the children's' book series “Harry Potter” by J. K.Rowling. Within the game, play participants 105 learn to use a “magic“wand” 200 and/or other tracking/actuation device. The wand 200(described in more detail later) allows play participants toelectronically and “magically” interact with their surrounding playenvironment simply by pointing or using their wands in a particularmanner to achieve desired goals or produce desired effects within theplay environment. FIG. 1 shows a play participant 105 receiving a wand200 and game directions as a gift, for example. In yet otherembodiments, and as described in more detail below, the play participant105 may purchase the wand 200, and/or the wand 200 may be loaned,rented, or otherwise provided to the play participant 105.

Once the play participant becomes generally familiar with the wand 200and the game, he or she can preferably access a web site through theworld wide web in order to register the wand and play the firstinteractive treasure hunt game (see, e.g., FIG. 2). Preferably this is arelatively simple game intended to provide a basic training session. Inthis on-line game session, the player learns how to use the wand to castspells, levitate objects, open and close doors, etc. within aninteractive computer-gaming environment provided by an ordinary homecomputer 110. The player also learns how to discover important cluesneeded to advance in the game and to solve various puzzles or challengespresented by the game.

Once the play participant 105 has mastered the basic game andsuccessfully completed the various training sessions, he or she is readyto join other players in a world-wide multi-media gaming adventure. Theadventure may begin with a new movie release. For example, FIG. 3illustrates play participants entering a movie theater to enjoy a newlyreleased Harry Potter movie. Preferably, play participants 105 taketheir wands 200 into one or more movie venues 125 in order to scorepoints, learn clues and advance in the game. For example, a specialcheck-in booth 127 may be provided within the movie venue for allowingplay participants to use their wands 200 to receive clues, specialpowers and/or points. While watching the movie (see, e.g., FIG. 4), themovie storyline itself may reveal additional clues that will helpcarefully observant players to advance in the game later. Various cluesmay also be hidden within otherwise unnoticeable backgrounds, scenery,characters, movie credits, etc. Thus, play participants may need to viewa movie multiple times to glean all of the available clues needed tocomplete the game. Optionally, at certain points in the movie playparticipants may be able to use their wands 200 or other similar devicesto help direct the story-line progression, change to alternate plots,endings, etc. This may be conveniently achieved using any one or moresuitable RFID communications protocols and interactive digital DVDtechnologies (described in more detail later).

Back at home, play participants 105 may use their wand 200 to continueplaying the adventure game within one or more available on-line gamingenvironments (see, e.g., FIG. 5). Various books 130, aids, instructionsand other similar materials may be provided to help play participantscomplete the adventure, while preferably learning valuable knowledge andskills. For example, part of the game play may require play participantsto conduct independent research in a particular area or to becomeproficient in a chosen skill to advance in the game (e.g., FIG. 7).

The game continues within various participating retail environments.Thus, for example, FIG. 6 illustrates a local Harry Potter gameadventure center created within a local book store, toy store,restaurant, or the like (e.g., FIG. 8). The game center preferablyprovides additional clues, assistance and/or opportunities for socialinteraction, information sharing and/or strategic cooperation amongmultiple game players. In a particularly preferred embodiment,cooperation among multiple play participants is required to allowcooperating players to advance in the game. The game center alsopreferably provides a distribution center for related products such ascomputer games, video games, wands 200 and the like (e.g. FIG. 9, 10).Purchased video games may be played at home (e.g., FIG. 10) usingconventional game controllers and/or a specially configured controller(not shown) adapted to communicate wirelessly with wand 200 or a similardevice.

Advantageously, in this manner the game is able to transcend seamlesslyfrom one entertainment medium to another using the wand 200 or othersimilar RFID-capable device as a means to store, transport andcommunicate character development and game progress between differententertainment mediums and play environments. Thus, game play preferablyextends from the home, to television, to internet, to theatre, and/or toone or more local family entertainment centers (“FEC”), games centers,family restaurants, and the like (see, e.g., FIG. 23). For example,FIGS. 11-15 illustrate an entertainment center configured forinteractive game play in accordance with the present invention. Theparticular entertainment center 250 illustrated takes on the theme of a“magic” training center for would-be wizards in accordance with thepopular characters and storylines of the children's' book series “HarryPotter” by J. K. Rowling.

Within this family entertainment center 250, play participants 105 learnto use their magic wands 200 and/or other tracking/actuation devices.The wand 200 preferably allows play participants to electronically and“magically” interact with their surrounding play environment simply bypointing or using their wands in a particular manner to achieve desiredgoals or produce desired effects within the play environment. Forexample, various wireless receivers or transceivers 300 may bedistributed throughout the play center 250 to facilitate suchinteraction via wireless communications. Depending upon the degree ofgame complexity desired and the amount of information sharing required,the transceivers 300 may or may not be connected to a master system orcentral server (not shown). Preferably, most, if not all, of thereceivers or transceivers 300 are stand-alone devices that do notrequire communications with an external server or network. In oneparticularly preferred embodiment this may be achieved by storing anyinformation required to be shared on the wand 200 and/or on anassociated radio frequency tracking card or badge worn or carried by theplay participant (described later).

If desired, a suitable play media, such as foam or rubber balls orsimilar objects, may be provided for use throughout the play center toprovide convenient objects for clue sources, tools, trading currencyand/or tactile interactive play. For example, thousands of soft foamballs may be provided as an interactive play medium (e.g., FIG. 13).These may be manipulated by play participants using various interactiveplay elements to create desired effects. Balls may range in size fromapproximately 1″ to 12″ in diameter or larger, as desired, and arepreferable about 2½″ in diameter. Preferably, the objects are not sosmall as to present a choking hazard for young children. The majority ofthe objects may be the same size, or a mixture of sizes may be utilized,as desired. Certain play elements within the play center may require theuse of certain objects in order to complete a required task. Forexample, various play objects may be identified using one or moreembedded or affixed RFID tags which may be electronically read by thevarious game consoles 275 within the play center 250.

Other suitable play media may include, without limitation, foam, plasticor rubber balls and similarly formed articles such as cubes, plates,discs, tubes, cones, rubber or foam bullets/arrows, the presentinvention not being limited to any particular preferred play media.These may be used alone or in combination with one another. Forinstance, flying discs, such as Frisbees™, may be flung from onelocation within the play center 250 while other play participants shootat the discs using foam balls or suction-cup arrows. Wet or semi-wetplay mediums, such as slime-like materials, snow, mud, squirt gunsand/or water balloons may also be used, as desired, to cool andentertain play participants. Durable plastic or rubber play media arepreferable in an outdoor play structure where environmental exposure mayprematurely destroy or degrade the quality of certain play mediums suchas foam balls. The particular play media used is not particularlyimportant for purposes of carrying out the invention and, optionally,may be omitted altogether, if desired.

Various interactive play elements and games 275, 280 are preferablyprovided within the play center 250 to allow play participants 105 tocreate desired “magical” effects, as illustrated in FIGS. 14 and 15.These may include interactive elements such as video games,coin-operated rides, and the like. These may be actuated manually byplay participants or, more desirably, “magically” electronically byappropriately using the wand 200 in conjunction with one or moretransceivers 300. Some interactive play elements may have simpleimmediate effects, while others may have complex and/or delayed effects.Some play elements may produce local effects while others may produceremote effects. Each play participant 105, or sometimes a group of playparticipants working together, preferably must experiment with thevarious play elements and using their magic wands in order to discoverhow to create the desired effect(s). Once one play participant figuresit out, he or she can use the resulting play effect to surprise andentertain other play participants. Yet other play participants willobserve the activity and will attempt to also figure it out in order toturn the tables on the next group. Repeated play on a particular playelement can increase the participants' skills in accurately using thewand 200 to produce desired effects or increasing the size or range ofsuch effects. Optionally, play participants can compete with one anotherusing the various play elements to see which participant or group ofparticipants can create bigger, longer, more accurate or morespectacular effects.

While several particularly preferred play environments have beendescribed, it will be readily apparent to those skilled in the art thata wide variety of other possible play environments and otherentertainment mediums may be used to carry out the invention.Alternatively, a suitable play environment may comprise a simple themedplay area, or even a multi-purpose area such as a restaurant diningfacility, family room, bedroom or the like. Internet (e.g., FIG. 16),video games, computer games, television, movies and radio can also beused to provide all or part of the overall game experience in accordancewith the present invention.

Magic Wand

As indicated above, play participants 105 learn to use a “magic wand”200 and/or other tracking/actuation device. The wand preferably 200allows play participants to electronically and “magically” interact withtheir surrounding play environment simply by pointing or using theirwands in a particular manner to achieve desired goals or produce desiredeffects within the play environment. Use of the wand 200 may be assimple as touching it to a particular surface or “magical” item within asuitably configured play environment or it may be as complex as shakingor twisting the wand a predetermined number of times in a particularmanner and/or pointing it accurately at a certain target desired to be“magically” transformed or otherwise affected. As play participants playand interact within each play environment they learn more about the“magical” powers possessed by the wand 200 and become more adept atusing the wand to achieve desired goals or desired play effects.Optionally, play participants may collect points or earn additionalmagic levels or ranks for each play effect or task they successfullyachieve. In this manner, play participants 105 may compete with oneanother to see who can score more points and/or achieve the highestmagic level.

FIG. 17 illustrates the basic construction of one preferred embodimentof a “magic” wand 200 having features and advantages in accordance withone preferred embodiment of the invention. As illustrated in FIG. 17Athe wand 200 basically comprises an elongated hollow pipe or tube 310having a proximal end or handle portion 315 and a distal end ortransmitting portion 320. If desired, an internal cavity may be providedto receive one or more batteries to power optional lighting, laser orsound effects and/or to power longer-range transmissions such as via aninfrared LED transmitter device or RF transmitter device. An optionalbutton 325 may also be provided, if desired, to enable particulardesired functions, such as sound or lighting effects or longer-rangetransmissions.

FIG. 17B is a partially exploded detail view of the proximal end 315 ofthe magic wand toy 200 of FIG. 17A. As illustrated, the handle portion315 is fitted with optional combination wheels having various symbolsand/or images thereon. Preferably, certain wand functions may requirethat these wheels be rotated to produce a predetermined pattern ofsymbols such as three owls, or an owl, a broom and a moon symbol. Thoseskilled in the art will readily appreciate that the combination wheelsmay be configured to actuate electrical contacts and/or other circuitrywithin the wand 200 in order to provide the desired functionality.Alternatively, the combination wheels may provide a simple securitymeasure to prevent unauthorized users from actuating the wand.Alternatively, the wheels may provide a simple encoder/decoder mechanismfor encoding, decoding, interpreting and/or transforming secret codes orpasswords used during game play.

FIG. 17C is a partial cross-section detail view of the distal end ofmagic wand toy 200 of FIG. 17A. As illustrated, the distal end 320 isfitted with an RFID (radio frequency identification device) transponder335 that is operable to provide relatively short-range RF communications(<60 cm) with one or more of the receivers or transceivers 300distributed throughout a play environment (e.g., FIGS. 11, 12). At itsmost basic level, RFID provides a wireless link to uniquely identifyobjects or people. It is sometimes called dedicated short rangecommunication (DSRC). RFID systems include electronic devices calledtransponders or tags, and reader electronics to communicate with thetags. These systems communicate via radio signals that carry data eitheruni-directionally (read only) or, more preferably, bi-directionally(read/write). One suitable RFID transponder is the 134.2 kHz/123.2 kHz,23 mm Glass Transponder available from Texas Instruments, Inc.(http://www.tiris.com, Product No. RI-TRP-WRHP). This transponderbasically comprises a passive (non-battery-operated) RFtransmitter/receiver chip 340 and an antenna 345 provided within anhermetically sealed vial 350. A protective silicon sheathing 355 ispreferably inserted around the sealed vial 350 between the vial and theinner wall of the tube 310 to insulate the transponder from shock andvibration.

FIG. 18 is a simplified schematic diagram of one embodiment of an RFtransceiver 300 and optional master control system 375 for use with themagic wand toy actuator of FIG. 17A. As illustrated, the transceiver 300basically comprises an RF Module 380, a Control Module 385 and anantenna 390. When the distal end of wand 200 comes within apredetermined range of antenna 390 (˜20-60 cm) the transponder antenna345 (FIG. 17C) becomes excited and impresses a voltage upon the RFtransmitter/receiver chip 340 disposed within transponder 335 at thedistal end of the wand 200. In response, the RF transmitter/receiverchip 340 causes transponder antenna 345 to broadcast certain informationstored within the transponder 335 comprising 80 bits of read/writememory. This information typically includes the user's unique ID number,magic level or rank and/or certain other information pertinent to theuser or the user's play experiences.

This information is initially received by RF Module 380, which can thentransfer the information through standard interfaces to an optional HostComputer 375, Control Module 385, printer, or programmable logiccontroller for storage or action. If appropriate, Control Module 385provides certain outputs to activate or control one or more associatedplay effects, such as lighting, sound, various mechanical or pneumaticactuators or the like. Optional Host Computer 375 processes theinformation and/or communicates it to other transceivers 300, as may berequired by the game. If suitably configured, RF Module 380 may alsobroadcast or “write” certain information back to the transponder 335 tochange or update one of more of the 80 read/write bits in its memory.This exchange of communications occurs very rapidly (˜70 ms) and so fromthe user's perspective it appears to be instantaneous. Thus, the wand200 may be used in this “short range” or “passive” mode to actuatevarious “magical” effects throughout the play structure 100 by simplytouching or bringing the tip of the wand 200 into relatively closeproximity with a particular transceiver 300. To provide added mysteryand fun, certain transceivers 300 may be provided as hidden cluestations within a play environment so that they must be discovered byplay participants 105. The locations of hidden transceivers and/or otherclue stations may be changed from time to time to keep the game freshand exciting.

If desired, the wand 200 may also be configured for long rangecommunications with one or more of the transceivers 300 (or otherreceivers) disposed within a play environment. For example, one or moretransceivers 300 may be located on a roof or ceiling surface, on aninaccessible theming element, or other area out of reach of playparticipants. Such long-range wand operation may be readily achievedusing an auxiliary battery powered RF transponder, such as availablefrom Axcess, Inc., Dallas, Tex. If line of sight or directionalactuation is desired, a battery-operated infrared LED transmitter andreceiver of the type employed in television remote control may be used,as those skilled in the art will readily appreciate. Of course, a widevariety of other wireless communications devices, as well as varioussound and lighting effects may also be provided, as desired. Any one ormore of these may be actuated via button 325, as desirable orconvenient.

Additional optional circuitry and/or position sensors may be added, ifdesired, to allow the “magic wand” 200 to be operated by waving,shaking, stroking and/or tapping it in a particular manner. If provided,these operational aspects would need to be learned by play participantsas they train in the various play environments. One goal, for example,may be to become a “grand wizard” or master of the wand. This means thatthe play participant 105 has learned and mastered every aspect ofoperating the wand to produce desired effects within each playenvironment. Of course, additional effects and operational nuances can(and preferably are) always added over time in order to keep theinteractive experience fresh and continually changing. Optionally, thewand 200 may be configured such that it is able to display 50 or morecharacters on a LTD or LCD screen. The wand may also be configured torespond to other signals, such as light, sound, or voice commands aswill be readily apparent to those skilled in the art. This could beuseful, for example for generating, storing and retrieving secretpasswords, informational clues and the like.

RFID Tracking Card/Badge

FIGS. 19A and 19B are front and rear views, respectively, of an optionalor alternative RFID tracking badge or card 400 for use within theinteractive game described above. This may be used instead of or inaddition to the wand 200, described above. The particular badge 400illustrated is intended to be affixed or adhered to the front of a shirtor blouse worn by a play participant during their visit to suitablyequipped play or entertainment facilities. The badge preferablycomprises a paper, cardboard or plastic substrate having a front side404 and a back side 410. The front 405 of each card/badge 400 may beimprinted with graphics, photos, treasure maps or any other informationdesired. In the particular embodiment illustrated, the front 405contains an image of Harry Potter in keeping with the overall theme ofthe game described above. In addition, the front 405 of the badge 400may include any number of other designs or information pertinent to itsapplication. For example, the guest's name 430, and group 435 may beindicated for convenient reference. A unique tag ID Number 440 may alsobe displayed for convenient reference and is particularly preferredwhere the badge 400 is to be reused by other play participants.

The obverse side 410 of the badge 400 contains the badge electronicscomprising a radio frequency tag 420 pre-programmed with a unique personidentifier number (“UPIN”). The tag 420 generally comprises a spiralwound antenna 450, a radio frequency transmitter chip 460 and variouselectrical leads and terminals 470 connecting the chip 460 to theantenna. Advantageously, the UPIN may be used to identify and trackindividual play participants within the play facility. Optionally, eachtag 420 may also include a unique group identifier number (“UGIN”) whichmay be used to match a defined group of individuals having apredetermined relationship—either pre-existing or contrived for purposesof game play. If desired, the tag 420 may be covered with an adhesivepaper label (not shown) or, alternatively, may be molded directly into aplastic sheet substrate comprising the card 400.

Various readers distributed throughout a park or entertainment facilityare able to read the RFID tags 420. Thus, the UPIN and UGIN informationcan be conveniently read and provided to an associated master controlsystem, display system or other tracking, recording or display devicefor purposes of creating a record of each play participant's experiencewithin the play facility. This information may be used for purposes ofcalculating individual or team scores, tracking and/or locating lostchildren, verifying whether or not a child is inside a facility, photocapture & retrieval, and many other useful purposes as will be readilyobvious and apparent to those skilled in the art.

Preferably, the tag 420 is passive (requires no batteries) so that it isinexpensive to purchase and maintain. Such tags and various associatedreaders and other accessories are commercially available in a widevariety of configurations, sizes and read ranges. RFID tags having aread range of between about 10 cm to about 100 cm are particularlypreferred, although shorter or longer read ranges may also beacceptable. The particular tag illustrated is the 13.56 MHz tag soldunder the brand name Taggit™ available from Texas Instruments, Inc.(http://www.tiris.com, Product No. RI-103-110A). The tag 420 has auseful read/write range of about 25 cm and contains 256-bits of on-boardmemory arranged in 8×32-bit blocks which may be programmed (written) andread by a suitably configured read/write device. Such tag device isuseful for storing and retrieving desired user-specific information suchas UPIN, UGIN, first and/or last name, age, rank or level, total pointsaccumulated, tasks completed, facilities visited, etc. If a longerread/write range and/or more memory is desired, optional battery-poweredtags may be used instead, such as available from AXCESS, Inc. and/orvarious other vendors known to those skilled in the art.

FIGS. 20 and 21 are simplified schematic illustrations of tag and readeroperation. The tag 420 is initially activated by a radio frequencysignal broadcast by an antenna 510 of an adjacent reader or activationdevice 500. The signal impresses a voltage upon the antenna 450 byinductive coupling which is then used to power the chip 460 (see, e.g.,FIG. 20A). When activated, the chip 460 transmits via radio frequency aunique identification number preferably corresponding to the UPIN and/orUGIN described above (see, e.g., FIG. 20B). The signal may betransmitted either by inductive coupling or, more preferably, bypropagation coupling over a distance “d” determined by the range of thetag/reader combination. This signal is then received and processed bythe associated reader 500 as described above. If desired, the RFID cardor badge 400 may also be configured for read/write communications withan associated reader/writer. Thus, the unique tag identifier number(UPIN or UGIN) can be changed or other information may be added.

As indicated above, communication of data between a tag and a reader isby wireless communication. As a result, transmitting such data is alwayssubject to the vagaries and influences of the media or channels throughwhich the data has to pass, including the air interface. Noise,interference and distortion are the primary sources of data corruptionthat may arise. Thus, those skilled in the art will recognize that acertain degree of care should be taken in the placement and orientationof readers 500 so as to minimize the probability of such datatransmission errors. Preferably, the readers are placed at least 30-60cm away from any metal objects, power lines or other potentialinterference sources. Those skilled in the art will also recognize thatthe write range of the tag/reader combination is typically somewhat less(˜10-15% less) than the read range “d” and, thus, this should also betaken into account in determining optimal placement and positioning ofeach reader device 500.

Typical RFID data communication is asynchronous or unsynchronized innature and, thus, particular attention should be given in consideringthe form in which the data is to be communicated. Structuring the bitstream to accommodate these needs, such as via a channel encodingscheme, is preferred in order to provide reliable system performance.Various suitable channel encoding schemes, such as amplitude shiftkeying (ASK), frequency shift keying (FSK), phase shift keying (PSK) andspread spectrum modulation (SSM), are well known to those skilled in theart and will not be further discussed herein. The choice of carrier wavefrequency is also important in determining data transfer rates.Generally speaking the higher the frequency the higher the data transferor throughput rates that can be achieved. This is intimately linked tobandwidth or range available within the frequency spectrum for thecommunication process. Preferably, the channel bandwidth is selected tobe at least twice the bit rate required for the particular gameapplication.

FIG. 22 is a simplified block diagram illustrating the basicorganization and function of the electronic circuitry comprising theradio frequency transmitter chip 460 of the RFID tag device 420 of FIG.19B. The chip 460 basically comprises a central processor 530, AnalogueCircuitry 535, Digital Circuitry 540 and on-board memory 545. On-boardmemory 545 is divided into read-only memory (ROM) 550, random accessmemory (RAM) 555 and non-volatile programmable memory 560, which isavailable for data storage. The ROM-based memory 550 is used toaccommodate security data and the tag operating system instructionswhich, in conjunction with the processor 530 and processing logic dealswith the internal “house-keeping” functions such as response delaytiming, data flow control and power supply switching. The RAM-basedmemory 555 is used to facilitate temporary data storage duringtransponder interrogation and response. The non-volatile programmablememory 560 may take various forms, electrically erasable programmableread only memory (EEPROM) being typical. It is used to store thetransponder data and is preferably non-volatile to ensure that the datais retained when the device is in its quiescent or power-saving “sleep”state.

Various data buffers or further memory components (not shown), may beprovided to temporarily hold incoming data following demodulation andoutgoing data for modulation and interface with the transponder antenna450. Analog Circuitry 535 provides the facility to direct andaccommodate the interrogation field energy for powering purposes inpassive transponders and triggering of the transponder response. AnalogCircuitry also provides the facility to accept the programming or“write” data modulated signal and to perform the necessary demodulationand data transfer processes. Digital Circuitry 540 provides certaincontrol logic, security logic and internal microprocessor logic requiredto operate central processor 530.

Role Play Character Cards

The RFID card 400 illustrated and described above is used, in accordancewith the afore-mentioned preferred embodiment, to identify and trackindividual play participants and/or groups of play participants within aplay facility. However, in another preferred embodiment, the same card400 and/or a similarly configured RFID or a magnetic “swipe” card or thelike may be used to store certain powers or abilities of an imaginaryrole-play character that the card 400 represents.

For example, card 400 may represent the Harry Potter character. As eachplay participant uses his/her favorite character card in various HarryPotter play facilities the Harry Potter character represented by thecard 400 gains (or loses) certain attributes, such as magic skill level,magic strength, flight ability, various spell-casting abilities, etc.All of this information is preferably stored on the card 400 so that thecharacter attributes may be easily and conveniently transported to othersimilarly-equipped play facilities, computer games, video games, homegame consoles, hand-held game units, and the like. In this manner, animaginary role-play character is created and stored on a card that isable to seamlessly transcend from one play medium to the next.

For example, character attributes developed during a play participant'svisit to a local Harry Potter/Hogwart magic facility are stored on thecard 400. When the play participant then revisits the same or anotherHarry Potter play facility, all of the attributes of his character are“remembered” on the card so that the play participant is able tocontinue playing with and developing the same role-play character.Similarly, various video games, home game consoles, and/or hand-heldgame units can be and preferably are configured to communicate with thecard 400 in a similar manner as described above and/or using otherwell-known information storage and communication techniques. In thismanner, a play participant can use the character card 400 and the roleplay character he or she has developed with specific associatedattributes in a favorite video action game, role-play computer game orthe like.

Master Control System

Depending upon the degree of game complexity desired and the amount ofinformation sharing required, the transceivers 300 may or may not beconnected to a master control system or central server 375 (FIG. 18). Ifa master system is utilized, preferably each wand 200 and/or RFID card400 is configured to electronically send and receive information to andfrom various receivers or transceivers 300 distributed throughout a playfacility using a send receive radio frequency (“SRRF”) communicationprotocol. This communications protocol provides the basic foundation fora complex, interactive entertainment system which creates a seeminglymagic interactive play experience for play participants who possess andlearn to use the magical wand. In its most refined embodiments, a usermay electronically send and receive information to and from other wandsand/or to and from a master control system located within and/orassociated with any of a number of play environments, such as a familyentertainment facility, restaurant play structure,television/video/radio programs, computer software program, gameconsole, web site, etc. This newly created network of SRRF-compatibleplay and entertainment environments provides a complex, interactive playand entertainment system that creates a seamless magical interactiveplay experience that transcends conventional physical and temporalboundaries.

SRRF may generally be described as an RF-based communications technologyand protocol that allows pertinent information and messages to be sentand received to and from two or more SRRF compatible devices or systems.While the specific embodiments descried herein are specific to RF-basedcommunication systems, those skilled in the art will readily appreciatethat the broader interactive play concepts taught herein may be realizedusing any number of commercially available 2-way and/or 1-way mediumrange wireless communication devices and communication protocols suchas, without limitation, infrared-, digital-, analog, AM/FM-, laser-,visual-, audio-, and/or ultrasonic-based systems, as desired orexpedient.

The SRRF system can preferably send and receive signals (up to 40 feet)between tokens and fixed transceivers. The system is preferably able toassociate a token with a particular zone as defined by a tokenactivation area approximately 10-15 feet in diameter. Differenttransceiver and antenna configurations can be utilized depending on theSRRF requirements for each play station. The SRRF facility tokens andtransceivers are networked throughout the facility. These devices can behidden in or integrated into the facility's infrastructure, such aswalls, floors, ceilings and play station equipment. Therefore, the sizeand packaging of these transceivers is not particularly critical.

In a preferred embodiment, an entire entertainment facility may beconfigured with SRRF technology to provide a master control system foran interactive entertainment play environment using SRRF-compatiblemagic wands and/or tracking devices. A typical entertainment facilityprovided with SRRF technology may allow 300-400 or more users tomore-or-less simultaneously send and receive electronic transmissions toand from the master control system using a magic wand or otherSRRF-compatible tracking device.

In particular, the SRRF system uses a software program and data-basethat can track the locations and activities of up to a hundred moreusers. This information is then used to adjust the play experience forthe user based on “knowing” where the user/player has been, whatobjectives that player has accomplished and how many points or levelshave been reached. The system can then send messages to the userthroughout the play experience. For example, the system can allow ordeny access to a user into a new play area based on how many points orlevels reached by that user and/or based on what objectives that userhas accomplished or helped accomplish. It can also indicate, via sendinga message to the user the amount of points or specific play objectivesnecessary to complete a “mission” or enter the next level of play. Themaster control system can also send messages to the user from otherusers.

The system is preferably sophisticated enough that it can allow multipleusers to interact with each other adjusting the game instantly. Themaster system can also preferably interface with digital imaging and/orvideo capture so that the users' activities can be visually tracked. Anyuser can locate another user either through the video capturing systemor by sending a message to another device. At the end of a visit, usersare informed of their activities and the system interfaces with printoutcapabilities. The SRRF system is preferably capable of sending andreceiving signals up to 100 feet. Transmitter devices can also be hiddenin walls or other structures in order to provide additionalinteractivity and excitement for play participants.

Suitable embodiments of the SRRF technology described above may beobtained from a number of suitable sources, such as AXCESS, Inc. and, inparticular, the AXCESS active RFID network system for asset and peopletracking applications. In another preferred embodiment the systemcomprises a network of transceivers 300 installed at specific pointsthroughout a facility. Players are outfitted or provided with a reusable“token”—a standard AXCESS personnel tag clipped to their clothing in theupper chest area. As each player enters a specific interactive play areaor “game zone” within the facility, the player's token receives a lowfrequency activation signal containing a zone identification number(ZID). The token then responds to this signal by transmitting both itsunique token identification number (TID) along with the ZID, thusidentifying and associating the player with a particular zone.

The token's transmitted signal is received by a transceiver 300 attachedto a data network built into the facility. Using the data network, thetransceiver forwards the TID/ZID data to a host computer system. Thehost system uses the SRRF information to log/track the guest's progressthrough the facility while interfacing with other interactive systemswithin the venue. For example, upon receipt of a TID/ZID messagereceived from Zone 1, the host system may trigger a digital camerafocused on that area, thus capturing a digital image of the player whichcan now be associated with both their TID and the ZID at a specifictime. In this manner, the SRRF technology allows the master controlsystem to uniquely identify and track people as they interact withvarious games and activities in a semi-controlled play environment.Optionally, the system may be configured for two-way messaging to enablemore complex interactive gaming concepts.

In another embodiment, the SRRF technology can be used in the home. Forenabling Magic at the home, a small SRRF module is preferablyincorporated into one or more portable toys or objects that may be assmall as a beeper. The SRRF module supports two-way communications witha small home transceiver, as well as with other SRRF objects. Forexample, a Magic wand 200 can communicate with another Magic wand 200.

The toy wand or other object 200 may also include the ability to producelight, vibration or other sound effects based on signals receivedthrough the SRRF module. In a more advanced implementation, the magicalobject may be configured such that it is able to display preprogrammedmessages of up to 50 characters on a LCD screen when triggered by useraction (e.g., button) or via signals received through the SRRF module.This device is also preferably capable of displaying short text messagestransmitted over the SRRF wireless link from another SRRF-compatibledevice.

Preferably, the SRRF transceiver 300 is capable of supportingmedium-to-long range (10-40 feet) two-way communications between SRRFobjects and a host system, such as a PC running SRRF-compatiblesoftware. This transceiver 300 has an integral antenna and interfaces tothe host computer through a dedicated communication port using industrystandard RS232 serial communications. It is also desirable that the SRRFtransmission method be flexible such that it can be embedded intelevision or radio signals, videotapes, DVDs, video games and otherprograms media, stripped out and re-transmitted using low costcomponents. The exact method for transposing these signals, as well asthe explicit interface between the home transceiver and common consumerelectronics (i.e., TVs, radios, VCRs, DVD players, A/V receivers, etc.)is not particularly important, so long as the basic functionality asdescribed above is achieved. The various components needed to assemblesuch an SRRF system suitable for use with the present invention arecommercially available and their assembly to achieve the desiredfunctionality described above can be readily determined by persons ofordinary skill in the art. If desired, each SRRF transceiver may alsoincorporate a global positioning (“GPS”) device to track the exactlocation of each play participant within one or more play environments.

Most desirably, a SRRF module can be provided in “chip” form to beincorporated with other electronics, or designed as a packaged modulesuitable for the consumer market. If desired, the antenna can beembedded in the module, or integrated into the toy and attached to themodule. Different modules and antennas may be required depending on thefunction, intelligence and interfaces required for different devices. Aconsumer grade rechargeable or user replaceable battery may also be usedto power both the SRRF module and associated toy electronics.

Interactive Game Play

The present invention may be carried out using a wide variety ofsuitable game play environments, storylines and characters, as will bereadily apparent to those skilled in the art. The following specificgame play examples are provided for purposes of illustration and forbetter understanding of the invention and should not be taken aslimiting the invention in any way:

Example 1

An overall interactive gaming experience and entertainment system isprovided (called the “Magic” experience), which tells a fantastic storythat engages children and families in a never-ending adventure based ona mysterious treasure box filled with magical objects. Through a numberof entertainment venues such as entertainment facilities, computergames, television, publications, web sites, and the like, children learnabout and/or are trained to use these magical objects to become powerful“wizards” within one or more defined “Magic” play environments. The playenvironments may be physically represented, such as via an actualexisting play structure or family entertainment center, and/or it may bevisually/aurally represented via computer animation, television radioand/or other entertainment venue or source.

The magical objects use the SRRF communications system allowing formessages and information to be received and sent to and from any otherobject or system. Optionally, these may be programmed and linked to themaster SRRF system. Most preferably, the “magic wand” 200 is configuredto receive messages from any computer software, game console, web site,and entertainment facility, television program that carries the SRRFsystem. In addition, the magic wand can also preferably send messages toany SRRF compatible system thus allowing for the “wand” to be trackedand used within each play environment where the wand is presented. Thetoy or wand 200 also preferably enables the user to interact with eithera Master system located within a Magic entertainment facility and/or ahome-based system using common consumer electronic devices such as apersonal computer, VCR or video game system.

The master control system for a Magic entertainment facility generallycomprises: (1) a “token” (gag, toy, wand 200 or other device) carried bythe user 105, (2) a plurality of receivers or transceivers 300 installedthroughout the facility, (3) a standard LAN communications system(optional), and (4) a master computer system interfaced to thetransceiver network (optional). If a Master computer system is used,preferably the software program running on the Master computer iscapable of tracking the total experience for hundreds of userssubstantially in real time. The information is used to adjust the playfor each user based on knowing the age of the user, where the user hasplayed or is playing, points accumulated, levels reached and specificobjectives accomplished. Based on real-time information obtained fromthe network, the system can also send messages to the user as theyinteract throughout the Magic experience.

The Master system can quickly authorize user access to a new playstation area or “zone” based on points or levels reached. It can alsopreferably indicate, via sending a message to the user, the pointsneeded or play activities necessary to complete a “mission.” The Mastersystem can also send messages to the user from other users. The systemis preferably sophisticated enough to allow multiple users to interactwith each other while enjoying the game in real-time.

Optionally, the Master system can interface with digital imaging andvideo capture so that the users' activities can be visually tracked.Users can locate another user either through the video capturing systemor by sending a message to another device. At the end of a visit, usersare shown photos of their activities related to the Magic experience viadisplay or printout.

For relatively simple interactive games, the Master system may beomitted in order to save costs. In that case, any game-relatedinformation required to be shared with other receivers or transceiversmay be communicated via an RS-232 hub network, Ethernet, or wirelessnetwork, or such information may be stored on the wand itself and/or anassociated RFID card or badge carried by the play participant (discussedlater). For retrofit applications, it is strongly preferred to providesubstantially all stand-alone receivers or transceivers that do notcommunicate to a master system or network. This is to avoid the expenseof re-wiring existing infrastructure. For these applications, anyinformation required to be shared by the game system is preferablystored on the wand or other RFID device(s) carried by the playparticipants. Alternatively, if a more complex game experience isdemanded, any number of commercially available wireless networks may beprovided without requiring rewiring or existing infrastructure.

Example 2

Game participants are immersed in a treasure hunt adventure thatcombines old fashioned storytelling, live entertainment, hands-on playand interactive gaming together in a seamless experience. The game iscarried out in multiple venues and using multiple entertainment mediumsso that cross-media promotion and traffic is encouraged and provided bythe game (see, e.g., FIG. 23).

The treasure hunt is brought to life through a live-action story andinteractive game using the RFID tag technology. Play participantsreceive points (optionally redeemable for one or more prizes) forsearching and successfully finding clues and other items and for solvingvarious puzzles and the final mystery of the whereabouts of a losttreasure located at Stone Mountain, Georgia. Guests are awarded pointsfor finding 18-20 hidden and not-so hidden items such as a framedletter, a painting on the wall, bottle of elixir buried amongst props,etc. These clues and other items are preferably distributed throughout apark facility and in various retail, restaurant and entertainmentbuildings for which the park desires to generate additional walk-intraffic.

Each item found is worth a certain number of points and/or reveals tothe player one or more clue(s) needed to advance in the game. Clues maybe the location of other hidden items, tools or clues. Preferably theclues are revealed in an appropriately themed manner, such as a localnewspaper account, programmed and staff-led storytelling, signage,performances, and various interactive game consoles. The story iseventually revealed as follows:

Sample Storyline

In 1790 Alexander McGillivray, son of a Scottish soldier and MuskogeeIndian Princess, became an important friend of both the Indians and theUnited States government. He met with several important men at StoneMountain to put together a peace treaty between the Indians and thegovernment. George Washington invited him to meet with him in New Yorkwhere they agreed to the Treaty of New York. For his efforts, Alexanderwas made a Brigadier General in the army with a pension. It is believedthat he was also given $100,000 gold coins.

This treasure of gold coins was passed down several generations and itis reported to be buried at Stone Mountain. Many in the town believe thestory is legend, but two unrelenting men believe that it is true. Afamous Historian by the name of Andrew Johnson, and an adventurer by thename of Tom Willingham, are convinced that the treasure exists and havespent the last 10 years searching for the gold. The last living relativeto McGillivray buried the treasure but wanted the search to be difficultand has left important and revealing clues throughout the town ofCrossroads. The two men's journey is coming to an exciting conclusion inthat they have discovered that the final clue is buried under thefountain/mine/bust of Alexander McGillivray near the center of town. Asthey dig in “present” day for their final clue, they tell the story oftheir hunt for the treasure over the last decade. One and all areinvited to retrace their steps in their search for the gold and become apart of the grand adventure when the final clue is revealed to where thetreasure is buried.

Game Play

By participating in the game players receive valuable points for eachlevel of accomplishment they make in finding these clues and items whichcould either give them high point rankings and/or earn them a prize orchance at a large prize in the future (e.g. part of a real treasure).Advantageously, clues and other necessary items are preferably hiddenwithin various retail stores and designated entertainment areas givingkids and adults fun and alluring reasons to go inside buildings and seekout new experiences they might have otherwise overlooked.

Once a player completes the game, he or she will have collected enoughpoints, clues and other information that will give them the knowledgethey need to discover and/or solve the final clue of where the treasureis buried. The “reward” for successfully completing the game could be,for example, a small prize, recognition certificate, a sweepstakes entryto win a large prize.

Example 3

Game participants are immersed in a worldwide treasure hunt adventure tolocate a large, unknown amount or money stashed away in one or moreSwiss bank accounts (the money and the accounts can be real or“made-up”).

Sample Storyline

Willy Wonkers, a reclusive/eccentric billionaire, was unsure which ofhis many would-be heirs was worthy to receive his vast fortunes. So heprovided in his will that upon his demise his entire estate was to beliquidated and all of the proceeds placed in a number of anonymous Swissbank accounts (under secret passwords known only to Willy) to bedistributed “to only such heir(s) who prove themselves worthy ofinheriting my vast fortunes by successfully completing the WonkersWorldwide Worthiness Challenge”—a series of intellectual, physical andmoral challenges devised by Willy.

To create the ultimate “worthiness” challenge, Willy employed a team ofa thousand of the world's top scientists, psychologists, teachers,musicians, engineers, doctors, etc. The goal was to develop a number ofprobative tests/challenges that would ultimately reveal the worthyrecipient(s) of Willy's vast fortunes. Per Willy's instructions thechallenges were very carefully and meticulously designed to ensure thatonly persons of the highest character and pureness of heart/mind couldever succeed in completing all of the necessary challenges and therebyobtain Willy's fortunes. Willy was especially vigilant to thwart thepossible feigning efforts of unscrupulous persons who might attempt togain access to his fortunes by cheating, trickery or other deceptivedevices. Above all, he was determined to prevent any part of his vastestate and fortune from ever falling into the hands of persons who werelazy, ignorant or wicked of heart.

While Willy was a prodigiously brilliant and gifted man, he was alsosurprisingly naive. Willy soon met his demise at the bottom of a boilingvat of chocolate via the hands of his greedy nephew and would-be heir,Ignomeous (“Iggy”) Ignoramus. When Iggy learned of his uncle's plan, heabducted Willy late one night outside his office and forced him atgunpoint to reveal the secret passwords which only Willy knew (it waseasy for Willy to remember because the passwords were his favoritecandies). While nervously holding the gun to Willy's head, Iggyfrantically inscribed the secret account numbers and passwords on theback of a chocolate bar (there being no paper handy at the time). Hethen bound and gagged Willy and threw him into the boiling vat ofchocolate whereupon Willy was found dead the next morning.

Iggy's plan (such as it was) was to lay low and wait for Willy's estateto be liquidated and transferred into the various secret Swiss accountsin accordance with Willy's final wishes. But, before any genuinelyworthy recipient would have a chance to successfully complete all of thechallenges and rightfully claim the Wonkers fortunes, Iggy wouldsecretly divert all of the funds in each of the secret Swiss accounts tohis own secret accounts whereupon he would enjoy the good-life foreverthereafter.

Unfortunately, Iggy failed to consider the extreme heat radiated by theboiling vat of chocolate. By the time Iggy had gagged, bound, draggedand threw Willy into the boiling vat of chocolate and watched him as heslowly sank deeper and deeper into the molten chocolate to his demise,Iggy realized he was sweating like a pig. It was at that time that healso noticed the chocolate bar—upon which he had inscribed the secretSwiss account numbers and passwords—had all but melted away in his shirtpocket. Frantically, Iggy tried to preserve the rapidly meltingchocolate bar, but it was too late. He was only able to salvage a fewincomplete numbers and passwords before the candy bar was no more.

Iggy tried mentally to recreate the missing information, but he was notgood at remembering much of anything, let alone numbers and obscurepasswords. Thus, he could only recreate a few bits and pieces of thecritical information. On the brighter side, Iggy did manage to salvagesome of the information and he figured, given enough time, he wouldprobably be able to break the secret passwords and ultimately get theloot before anyone else does. His cousin, Malcolm Malcontent, andseveral other greedy would-be heirs agreed to help him in exchange for acut of the loot.

Game participants are invited to a reading of the will where they areidentified as a potential heir to the Wonkers family fortune. Eachparticipant is challenged to complete the Wonkers Worldwide Worthinesstest and to thereby obtain the secret Swiss account number(s)/passwordsand the Wonkers fortunes before Iggy does. The first participant whosuccessfully completes the challenge gets all the loot. However, thefailure to complete any single challenge results in immediate andpermanent disinheritance.

The challenges are arranged so that only those who are smart, diligentand who are pure of heart and mind (etc., etc. . . . ) will be able tosuccessfully complete the worthiness challenge. Thus, participants mustfaithfully carry out and complete each challenge in the exact mannerspecified. Any changes or deviations will result in failure. The game isalso set up to provide many temptations along the way to cut corners,cheat or trick ones way through the various challenges. Players must notsuccumb to these temptations, lest they be immediately and permanentlydisinherited. Players must also be careful not to reveal any helpfulinformation to Iggy or his posse of greedy co-conspirators, lest theyget to the loot first.

Game Play

Each game participant receives a card, token, key chain, or other gamingimplement (“game token”). This token contains a unique identificationnumber (preferably an RFID tag, mag-strip card, bar-coded card, or thelike) which is used to uniquely identify each player throughout the gameplay. Optionally, a user-selected password is associated with each tokenso that it can only be used or activated by its proper owner. The tokenallows players to interact with one or more game enabledreaders/stations and/or other compatible devices distributed throughouta selected geographic region (e.g., book stores, theme parks, familyentertainment centers, movie theaters, fast-food venues, internet,arcades, etc.).

Preferably, each token represents a specific character in the treasurehunt game. Thus, play participants would preferably select whichcharacter he or she would like to play. For example, possible charactersmay include Eddy the Electrician, Abe the Accountant, Martha theMusician, Doctor Dave, Nurse Betty, Policeman Paul, etc. Each characterwould come with a unique story about who they are, how they were relatedto Willy and, most importantly, a touching little vignette about Willythat no one else knows. Hidden within each story is one or more uniqueclues that are necessary to solve the various challenges the playerswill soon face. The game is preferably arranged and set up so that cluescan only be successfully used by the particular character(s) wholegitimately possesses them. If any other character illegitimatelyobtains these secret clues and tries to use them in the game, he or shewill fail the challenge.

Preferably all of the clues (and possibly other, extrinsic clues) arerequired to complete the quest. Thus, players will preferably need tocooperate with other players in order to receive and exchange cluesand/or other specified assistance “legitimately” to enable each playerto advance in the game. For example, assume that Policeman Paul knowsthat Willy detests white chocolate. Nurse Betty knows that Willy can'tstand licorice. In the course of game play, Betty and Paul independentlydetermine that one of the secret passwords must be either: (1) JellyBean; (2) White Chocolate; or (3) Licorice. Neither Betty nor Paul,alone, knows the correct answer (they can try to “trick” the game byguessing, but then they will lose the quest). But, together they cansolve the challenge. Betty can share her information with Paul and Paulcan share his information with Betty.

Preferably, any sharing of information must be conducted within therules of the game to be “legitimate” and recognized by the game. Thus,preferably, players cannot advance in the game simply by getting therelevant clue info from the internet or by asking other players. To belegitimate and, therefore, recognized by the game, both players of theBetty and Paul characters must present their tokens together to anenabled token reader (e.g., at a local game center or theme park) andrequest that the information be shared between the characters. Once theinformation is legitimately exchanged within the context of the game, itthen can be used by each player/character to solve further challengesand to thereby advance in the game. However, if a player guesses theanswer (even correctly) or if the clue information is obtainedillegitimately, then the player preferably loses the quest and mustpurchase a new token.

More complex sharing scenarios could also be developed. For example,certain unique clue information could be revealed only during the courseof game play and only to certain characters. Other characters would needthis clue information to advance in the game and would have to figureout which other character(s) have the information they need. They wouldthen need to find and contact another player (a friend, acquaintance,classmate, etc.) who has the appropriate character token and who hassuccessfully found the clue information they need. Then they would needto meet in order to make the necessary exchange transaction.

For instance, assume in the above example that Paul had information tohelp Betty, but Betty did not have the information needed to help Paul.Betty had information to help Martha and Martha had the information tohelp Paul. Now, the players must somehow negotiate a mutual three-wayexchange that works for everyone's interest. The resulting transactionscould be simple bartering (information in exchange for information/help)and/or there could be some kind of currency involved, such as bonuspoints or the like, whereby players could negotiate and accumulatepoints each time they help other players. One goal of the game is toencourage playful interaction among the players by requiring them towork with (and possibly negotiate against) other players to see who canget the information and points they need to advance in the game.

Alternatively, players may need to acquire or learn some special skillor knowledge that is necessary to interpret a clue. For example, oneplayer may get a clue in a strange foreign language and another playerhappens to be (or chooses to become within the context of the game) aninternational language expert who can interpret the foreign-languageclue. Both players need to somehow find and cooperate with one anotherin order to advance in the game. Players can (and preferably must) alsoobtain certain information or clues from other extrinsic sources inorder to further advance in the game. These can be simple extrinsicsources like a dictionary, encyclopedia, a local library or museum, or asecret code word printed on a participating retail store purchasereceipt.

Preferably, the game is self-policing. That is, it “knows” when anexchange of information and/or other help is legitimately given (i.e.conducted within the rules of the game) and can react accordingly. Forexample, the game may require both players (or multiple players, if morethan two are involved) to simultaneously present their tokens to anenabled reader/device. The reader would then be able to verify theidentities of each character/player, extract relevant info, token ID,user password, etc., and write the relevant new info to each player'stoken. Once the transaction is completed, each player would thenlegitimately possess and be able to use the information stored onhis/her token to advance further in the game using any other gamingdevice that can read the token.

Alternatively, the same sequence can be followed as described above,except that the token is used only to verify character and playeridentities (e.g. an RFID read only tag). All other relevant informationis stored in a local and/or central database. The data-base keeps trackof each individual player's progress, what information/clues they havelearned, who they have interacted with, points accumulated, etc. Thus,game play can proceed on any device that can communicate via theinternet, such as a home computer, game console, internet appliance,etc.

Alternatively, an authenticating password may be used in conjunctionwith each RFID identifying token. When two or more players present theirtokens to an enabled reader device as in the examples described above,each player is given an authenticating password, which the player(s)then can enter into any other gaming platform. The password may be analpha-numeric code that is mathematically derived from the unique IDnumbers of each participating player involved in the sharingtransaction. Thus, it is unique to the specific players involved in theauthorized exchange transaction and cannot be used by other players(even if they copy or steal the password). When the alpha-numeric numberis subsequently re-entered into another device (e.g., a home gameconsole or home computer) by the authorized player, the game softwarecan reverse the mathematical algorithm using the players unique ID(previously entered at the beginning of the game) and thereby determineand/or validate the event(s) that generated the authenticating password.Existing public-key/private-key encryption algorithms and/or the likecould be used for encoding and decoding the authenticating passwords.Optionally, each authenticating password could have a “shelf life” ofany desired length of time such that it must be used within an hour, aday, a week, a month, etc. This might help move the game along bykeeping players on their toes. Authenticating passwords could be easilyprinted and dispensed on special tickets or stickers, which can becollected. Alternatively, and/or in addition, authenticating passwordscan be readily printed on any ordinary cash register receipt as part ofany purchase transaction (e.g. at a fast food or other retailestablishment).

The treasure hunt game may be continual in its progression or it may beorchestrated in “real time” via the internet or any other massdistribution/communication medium, such as TV commercials, mini-gameboyinstallments, computer-animated MPEG videos. For example, each gamemight last several days/weeks/months, and may be launched in conjunctionwith a promotional/advertising campaign for a complementing movie or thelike. In that event, players would preferably sign up in advance toreceive their tokens to play the game or they can purchase one or moretokens at any participating gaming outlet before or during the game.

Of course, those skilled in the art will readily appreciate that theunderlying concept of an RFID trading card 900 and card game is notlimited to cards depicting fantasy characters or objects, but may beimplemented in a wide variety of alternative embodiments, includingsporting cards, baseball, football and hockey cards, movie charactercards, dinosaur cards, educational cards and the like. If desired, anynumber of other suitable collectible/tradable tokens or trinkets mayalso be provided with a similar RFID tag device in accordance with theteachings of the present invention as dictated by consumer tastes andmarket demand.

Example 4

Game participants are immersed in a “whodunit” murder mystery. Forexample, this interactive adventure game could be based on the popularboard game “CLUE™.” Players learn that a murder has been committed andthey must figure out who did it, in what room, with what weapon, etc.The game is preferably live-action interactive with simulated live-newscasts, letters, telephone calls, etc.

Sample Storyline

Major Mayonnaise is found dead in his palatial mansion of an apparentmassive coronary. However, clues at the crime scene indicate that thiswas in fact a carefully planned murder. Based on the indisputablephysical evidence, the murder could only have been committed by one ofeight possible suspects.

It is common knowledge that each player hated Mayonnaise and, thus, eachplayer has been identified as a suspect in the murder. Thus, the missionis to figure out WHO DUNIT! and how.

Game Play

Game play is essentially as described above in connection with Example3. Players receive game tokens, cards, bands or the like uniquelyidentifying each player. Preferably, each token represents one of theeight suspect characters in the Whodunit game. As in Example 3, above,each character would preferably have a unique story about who they are,where they were on the night of the murder, and why they dislikeMayonnaise. Hidden within the collective stories are the unique cluesnecessary to solve the murder mystery challenge. Players cooperate byexchanging clues and other information needed to solve the mystery. Asin Example 3, the game is preferably set up and organized so thatrelevant clues can only be successfully used by the particularcharacter(s) who legitimately possess them. Any player who tries tocheat will preferably be disqualified or otherwise prevented fromadvancing in the game.

Example 5

Game participants are immersed in a magical computer adventure game. Forexample, this Interactive adventure game could be based on the popular“HARRY POTTER™” series of children's books by J. K. Rowling and licensedcomputer games by Electronic Arts. Players learn basic magic skills asthey progress through an adventure game and solve one or morechallenges/puzzles.

Sample Storyline

Players are students enrolled at the Hogwart school of witchery wherethey are learning witchcraft, spell casting, secret messaging and thelike. But something terrible and evil has happened and it is up to eachplayer and their fellow classmates to solve the mystery and ferret outthe evil-doer and save the school.

Game Play

Game play is essentially as described above in connection with Examples3 and 4. Players preferably receive game tokens, cards, bands and/or thelike uniquely identifying each player. Each token provides a uniqueidentifier for the player and preferably can store his/her progress inthe game. Each player begins the adventure with essentially the samemagic powers, skills and abilities. Each player may also receive a magicwand or other similar device which the players must learn to use toaccomplish certain goals set out in the game.

Players cooperate by exchanging clues and other information needed tosolve the mystery. As in Examples 3 and 4, the game is preferablyorganized so that relevant clues can only be successfully used by theparticular character(s) who legitimately possess them. Any player whotries to cheat will preferably be disqualified or otherwise preventedfrom advancing in the game.

An authenticating password system is preferably used to verify orauthenticate game events and to thereby discourage cheating. Thesesecret codes or pass words may be obtained from any participating gamevenue (e.g., fast food venues, toy store, theme parks, etc.) or othersources that will become obvious once the game is implemented. Once asecret password is obtained, players can enter it into a speciallyenabled home computer game, arcade game, portable gaming device, orother device, to get secret powers and/or to find secret parts of thegame otherwise unobtainable without the secret code. For example, aplayer may buy a meal from a fast-food vendor and as part of the mealpackage would receive a token and/or a secret code. The secret codepreferably may be used to access a secret portion or level of a popularcomputer adventure game.

Most preferably (although not required) authenticating passwords areunique or semi-unique to the player(s) who possess them. For example,each password may be an alpha-numeric code that is mathematicallyderived from a unique ID number stored on each participating playerstoken or from a password the player selects. Thus, the secret code ismore-or-less unique to the specific player(s) involved in anauthenticated game event and preferably cannot be used by other players(even if they copy or steal the secret code). When the alpha-numericnumber is subsequently re-entered into another device (e.g., a home gameconsole or home computer) by the authorized player, the game softwarecan reverse the mathematical algorithm using the players unique ID oruser-selected password (this may or may not be previously entered at thebeginning of the game) and thereby determine and/or validate the gameevent(s) that generated the authenticating password. Existingpublic-key/private-key encryption algorithms and/or the like could beused for encoding and decoding the authenticating passwords.

Optionally, each authenticating password could have a “shelf life” ofany desired length of time such that it must be used within an hour, aday, a week, a month, etc. This might help move the game along bykeeping players on their toes. Authenticating passwords could be easilyprinted and dispensed on special tickets or stickers, which can becollected. Alternatively, and/or in addition, authenticating passwordscan be readily printed on any ordinary cash register receipt as part ofany purchase transaction (e.g. at a fast food or other retailestablishment).

To make the password system more convenient, the token device mayoptionally include one or more entry buttons and an LCD display. Whenplayers insert the token into an enabled reader, the secret code(s) aredownloaded automatically to the token device and can be displayed on theLCD screen. The token thus becomes a secret encoder/decoder device thatallows players to electronically transport and send/receive secretmessages and codes to each other that can only be read byplayers/devices that possess the correct authenticating code. Anoptional communication port may allow secret codes to be downloadeddirectly to a computer game, portable game unit or other devices using,for example, a standard USB communication port.

Retail Methods

The above-described games additionally allow for unique methods forproviding a retail product to a consumer. In particular, such methodsinclude selling a retail product, advertising the retail product,combinations of the same and the like. In general, the retail methodsdisclosed herein allow a consumer to purchase a product that is capableof interacting, such as through wireless communication, with a varietyof devices and/or in a variety of venues. In addition, in certainembodiments, the consumer is able to “feel-out” the product by using theproduct for a certain period of time prior to purchasing the product.For instance, the consumer may use the retail product to participate inan interactive game, after which he/she has the option of purchasing theproduct as a souvenir and/or, preferably, of using the product insubsequent games and/or venues.

Furthermore, unlike magnetically-stripped cards used in certainentertainment centers to keep track of a consumer's account balance (forexample, play credits) and/or awards (for example, number of ticketsearned), the retail products described herein may be used in a varietyof venues and/or may have an independent use or value, as described inmore detail below. That is, embodiments of the retail product allow aconsumer to use the product in a variety of interactive venues, whilethe retail product also has a separate utility or value outside thevenues.

As disclosed previously herein, certain embodiments of the inventioninclude a retail product, such as a toy device, that is provided to aconsumer for interactive use in one or more venues. For exemplarypurposes, the retail product will be generally referred to hereafter asa toy wand. It is contemplated, however, that the retail product maytake on a variety of different forms and/or uses, examples of which aredisclosed below.

FIG. 24 illustrates an embodiment of a retail process 700 wherein aconsumer is able to use a toy wand in a variety of venues. As shown, theretail process 700 begins with Block 705, wherein a first interactivedevice is provided in a first venue. In certain embodiments, the firstinteractive device is capable of producing one or more sensory, orphysical, effects in response to communication to and/or from the toywand. For instance, the first interactive device may be capable ofcontrolling one or more play effects as described above. In certainembodiments, the first interactive device is capable of activating alight and/or sound, controlling an animated character, providing theconsumer with clues to complete a challenge, providing the consumer withcoupons and/or discounts, decoding riddles, providing the consumer withcertain information, upgrading and/or enhancing the consumer's playexperience, combinations of the same, or the like.

In certain embodiments, the first interactive device comprises an RFdevice, such as an RF reader and/or transceiver. In other embodiments,the first interactive device may comprise a receiver (for example, aninfrared receiver), a detector, a scanner, and/or other like devicescapable of communication with an external device.

At Block 710, a second interactive device is provided in a second venue.In certain embodiments, the second interactive device is also capable ofproducing one or more sensory effects in response to communication toand/or from the toy wand. For example, the second interactive device maybe similar to the first interactive device. In yet other embodiments,the second interactive device may differ from the first interactivedevice.

In certain embodiments of the invention, the first and/or second venuesmay comprise one or more of a wide variety of facilities, locations,and/or structures. For example, one or more of the venues may comprisean interactive entertainment facility, embodiments of which aredescribed above. In certain other embodiments, the venue(s) may comprisean amusement park, an arcade, a family entertainment center, a dentist'soffice, a doctor's office, an automobile, a bus, a taxi, a sports arenaor field, a post office, an airplane, a store, a restaurant, aconference center, a hotel, a television set, a personal computer, abillboard, the Internet, combinations of the same, or the like.

In certain embodiments, the first venue identified in Block 705 isgeographically separate from the second venue identified in Block 710.That is, the first and second venues are advantageously positioned indifferent locations, such as for example, different cities and/orneighborhoods.

At Block 715, the consumer is provided with the toy wand, which iscapable of interfacing with the first and second interactive devices. Aswill be appreciated, in other embodiments, the consumer may be providedwith an interactive toy or product other than a wand, such as, forexample, a stuffed animal, a toy vehicle, a lunchbox, or the like. Inyet other embodiments, the retail product comprises apparel (such asclothing, a hat, a backpack, shoes, or the like), jewelry (such as anecklace, a bracelet, a watch, or glasses, or the like), a collector'sitem (such as a card or badge), combinations of the same or the like.

Advantageously, the toy wand is of a size that may be easily transportedby the consumer. In embodiments of the invention involving other typesof retail products, the consumer may wear the retail product and/orattach the retail product to his/her clothing.

Furthermore, in certain preferred embodiments, the toy wand is capableof wireless communication with the first and second interactive devices.For instance, in certain embodiments, the toy wand may comprise an RFtag, such as a passive (batteryless) or an active RF tag, configured tointerface with the interactive devices through RF communications, asdescribed in more detail above. In yet other embodiments, the toy wandis configured to communicate with the first and/or second interactivedevices through infrared or other wireless communications.

In certain embodiments of the invention, the retail product, such as thetoy wand, advantageously comprises an object having an independentand/or intrinsic value that is separate from the use of the product inthe first and second venues. For instance, the retail product maycomprise a “play” value such that the consumer is able to play with theretail object as a stand-alone toy. For example, the retail object maybe a stuffed animal that the consumer may play and interact with outsidethe first and second venues. In yet other embodiments, the retailproduct may comprise an independent collectible value (for example, acollector card), an independent utilitarian value (for example, ashirt), and/or an independent artistic value (for example, a figurine).

With continued reference to Block 715, providing the toy wand to theconsumer may comprise loaning, renting, giving and/or selling the toywand to the consumer. In certain embodiments, the consumer may be loanedor rented the toy wand for a period of time prior to receiving an offerto sell the toy wand, which is described in more detail below withrespect to FIG. 25.

After the toy wand is provided to the consumer, the retail process 700moves to Block 720. At Block 720, the retail process 700 tracks theconsumer's use of the toy wand in the first and/or second venues. Suchtracking may be performed in a variety of ways. For example, inpreferred embodiments, the tracking comprises electronic tracking, suchas through the use of one or more computers and/or databases.

For instance, a main computer may be used to store information relatingto the consumer's use of the toy wand in the first and/or second venues.Such information may include the number of interactive devices visitedby the consumer, challenges completed by the consumer, the types and/ornumber of “spells” cast by the consumer, the progress of the consumer inone or more interactive games, combinations of the same, or the like. Insuch embodiments, the main computer may be networked to a plurality ofcomputerized devices that are associated with each interactive device.In yet other embodiments, the main computer may comprise multiplecomputers, and/or each venue may include its own computer that may ormay not be networked to computers of other venues.

In such embodiments, the toy wand is advantageously capable of storingidentification information, such as information that uniquely identifiesthe particular consumer or group of consumers. Such types ofidentification information are disclosed in more detail above and may bestored, for example, on a memory of the toy wand.

In other embodiments, the toy wand stores information regarding the useof the wand by the consumer. For instance, the toy wand may storeinformation relating to interactive devices visited by the consumer,challenges completed by the consumer, the types and/or number of“spells” cast by the consumer, the progress of the consumer in one ormore interactive games, combinations of the same, or the like. In suchembodiments, the toy wand preferably comprises a memory and maycommunicate or upload such information to a main computer or likedevice.

Such tracking information may be advantageously used to analyze theconsumer's use of the toy wand and/or to monitor a progress of theconsumer. For instance, information gathered with respect to theconsumer's use of the toy wand in the first venue may be used tocustomize and/or enhance the consumer's experience in the second venueor in a subsequent visit by the consumer to the first venue. Forexample, tracking a consumer's progress in a first interactive game inthe first venue may be used to determine a “reward” obtainable by theconsumer in the second venue. In yet other embodiments, such trackingmay be used to analyze behavioral characteristics of the consumer and/orpatterns of use of the toy wand. Information gathered from such ananalysis may be subsequently used to customize the consumer's playexperience as he or she interacts with particular interactive devices.For example, tracking may be used to monitor in which environments (forexample, locations such as particular restaurants or stores) theconsumer uses the wand.

As disclosed, the retail process 700 provides for use of the toy wand ina wide variety of venues. For instance, the consumer may use the toywand to participate in the interactive game (the first venue) and thenlater use his/her toy wand in a restaurant (second venue) to obtain acoupon. In yet other embodiments, the effect the consumer experiences inthe second venue may depend on his/her prior experience in the firstand/or other venues. With respect to the foregoing example, forinstance, the value and/or type of coupon received by the consumer inthe second venue may depend, at least in part, on the consumer'sprogress in the interactive game in the first venue, or, alternatively,the consumer may receive a coupon from an interactive device in thefirst venue that may be used in the second venue.

The retail process 700 described herein is not limited to any particularsequence, and the blocks or states relating thereto can be performed inother sequences that are appropriate. For example, the toy wand may beprovided to the consumer (Block 715) prior to providing the firstinteractive device (Block 705) and/or the second interactive device(Block 710). Furthermore, described blocks or states may be performed inan order other than that specifically disclosed, or multiple blocks orstates may be combined in a single block or state.

In yet other embodiments, additional blocks may be performed by theretail process 700. For instance, the consumer may be allowed tocustomize the design of the toy wand prior to his/her use and/orpurchase of the toy wand.

FIG. 25 illustrates an example of a retail process 750 wherein aconsumer has an option to purchase a retail product, such as a toy wand,after a certain period of use and/or interaction. The illustrated retailprocess 750 begins at Block 755 wherein an interactive device isprovided in a venue. The interactive device and/or venue may compriseany of the interactive devices and/or venues described above withrespect to the retail process 700 (FIG. 24).

At Block 760, the consumer is provided with the retail product, such asa toy wand. In other embodiments, the retail product may include anyother of the retail products described above. In certain embodiments, inparticular, the retail product advantageously comprises a product havingan independent and/or intrinsic value.

In certain embodiments, the consumer is loaned or rented the toy wandfor use by the consumer in the venue. As shown in Block 765, theconsumer is allowed to use the toy wand in the venue for a certainperiod of time. For example, the consumer may be allowed to use the toywand to interface with one or more interactive devices for apredetermined period of time, for a particular game or session, or thelike.

Once the consumer has used the toy wand in the venue, the consumer isthen given the option of purchasing the toy wand (Block 770). Inembodiments wherein the consumer has paid money to rent the toy wand,the consumer may optionally be given an offer to purchase the toy wandat a reduced price in view of the payment(s) already made. In yet otherembodiments, the consumer is able to purchase the wand after theconsumer has completed or solved a particular number of games orchallenges, has attained a particular progress level in an interactivegame, has visited a particular number of venues and/or interactivedevices, combinations of the same or the like. In yet other embodiments,the consumer may receive a particular discount on the price of the toywand depending on his/her experience (for example, progress) in thevenue.

In certain embodiments, the toy wand is offered for sale to the consumerwhen the consumer exits the particular venue, such as an interactiveplay facility. For example, a gift shop and/or other retail facility maybe located near an exit of the venue. When the consumer exits thefacility, he or she is given the option to either purchase or return thetoy wand.

The retail process 750 advantageously provides the consumer with anopportunity to use and interact with the toy wand prior to purchase.Furthermore, it is contemplated that, once the consumer discovers theusefulness and entertainment value of the toy wand, the consumer willhave an increased desire to purchase the toy wand.

Although the retail process 750 has been described with reference toparticular embodiments, the blocks or states relating thereto can beperformed in other sequences that are appropriate. For example, theconsumer may have the option of purchasing the toy wand (Block 770)prior to using the toy wand in the venue (Block 765) and/or at any timeduring the consumer's participation in the venue. Details of suchembodiments are discussed in U.S. patent application Ser. No.11/274,760, filed Nov. 15, 2005, now U.S. Pat. No. 7,878,905, issuedFeb. 1, 2011, which is hereby incorporated herein by reference to beconsidered part of this specification. Furthermore, described blocks orstates may be performed in an order other than that specificallydisclosed, or multiple blocks or states may be combined in a singleblock or state.

As discussed above, systems and methods described herein may be utilizedin an interactive game environment, wherein an experience of a gameparticipant may dynamically change based on a variety of factors. FIG.26 illustrates a flowchart of a multi-layered interactive game 600 thatinterleaves retail and entertainment phases, according to certainembodiments of the invention. For exemplary purposes, the interactivegame 600 will be described with reference to a magic-themed game whereingame participants use a magic wand to accomplish a variety of tasks,such as one of the wands described previously. It is recognized that theinteractive game 600 may be used in a variety of environments.

As shown in FIG. 26, the interactive game 600 begins with an initialretail phase (Block 602). During the retail phase, the game participantacquires (for example, purchases) an item that allows the participant toenter and participate in a gaming area or entertainment space. Incertain embodiments, the item allows the participant to interact with aphysical space, such as with other objects and/or other gameparticipants. For instance, the participant may purchase a magic wandthat allows the participant to pass through an entrance gate into a gamearea. The magic wand may then activate one or more sensors around a playspace that allow a computer to track the participant's movement andprogress within the game 600.

In certain embodiments, the retail phase may be performed near a gamingarea, such as in an adjacent room. For instance, the retail phase maytake place in a gift shop or the like. In yet other embodiments, theretail phase may be performed online by the game participant. Forexample, the participant may purchase an item over the Internet or othernetwork or virtual environment.

After the retail phase, the game participant moves to the training phase(Block 604). During the training phase, the participant is provided withinformation relating to his or her participation in the game. Forexample, the participant may be provided with the rules and/orguidelines for the game via a video and/or a game character. In someembodiments, the game participant may bypass the training phase (Block604), such as, for example, if the game participant is already familiarwith the game 600 or if the game 600 does not include training.

Following the training phase, the participant moves to the interactiveentertainment phase (Block 606). During the interactive entertainmentphase, the participant is involved in one or more activities throughwhich the participant may progress and/or advance in the game 600. Forinstance, the participant may advance through a series of clues toobtain a variety of virtual objects. A computer system may track, suchas through a database, information regarding the actions of theparticipants during the interactive entertainment phase.

In certain embodiments, the interactive entertainment phase is dynamicand changes based on the status, experiences and/or items acquired bythe participant. For example, during the interactive entertainmentphase, the participant may acquire virtual objects that give theparticipant new abilities or spells. The computer system may then updatethis new information in the database and modify the interactiveentertainment accordingly.

In certain embodiments, and as described in more detail below, theinteractive entertainment phase comprises a variety of levels and/orlayers that are interrelated. For instance, the progress of theparticipant during one level may directly affect the participant'sadvancement to and/or success in a subsequent level.

From the interactive entertainment phase, the participant may move tothe redemption phase (Block 608). During the redemption phase, theparticipant may redeem virtual items and/or points that he or she hasacquired for real items that may be obtained in a store. For instance, aparticipant who has acquired a certain level of points may redeem thepoints for a rune, such as an artifact or a jewel.

The participant may also have the option of directly purchasing an itemfrom the retail location (Block 610). In such circumstances, theparticipant need not redeem or have acquired any points or objects topurchase the desired item. For example, the participant may pass througha gift shop when leaving the game area and may purchase even more itemsfor use inside the game or as a souvenir. In other embodiments, onlyparticipants who have reached a certain level can purchase an itemand/or purchase the item at a “special” and/or reduced price.

As shown in FIG. 26, once the participant has redeemed and/or purchasedan item from the retail location, the participant may return to theinteractive entertainment phase (Block 606) to complete one or morechallenges. In certain embodiments, the items that the participant hasacquired from the retail store may be decorative and/or may furtherassist the participant in the interactive game.

In certain embodiments, an item that is purchased from the retail areais associated with a higher “power” or strength than the powersassociated with a similar item acquired through redemption and/or as aresult of one or more activities. For instance, a rune that is purchasedthrough a retail store may give a participant more powers in theinteractive entertainment phase than the same rune that has beenacquired by another participant through an interactive quest or mayallow the participant access to certain features of the game to whichparticipants without the rune are not allowed access.

In certain embodiments, the participant is able to end the interactivegame 600 at his or her convenience. Because a computer system recordsthe progress of the participant, the participant is able to return tothe interactive game 600 at a later time and/or another day and is ableto continue his or her game where he or she left off. Such a gameadvantageously provides for virtually endless possibilities in managingthe game and allows for additional layers to be added to the interactiveentertainment phase as previous phases are completed.

Although the interactive game 600 has been described with reference toparticular embodiments, a wide variety of alternative sequences may beused. For example, the blocks described herein are not limited to anyparticular sequence, and the acts relating thereto can be performed inother sequences that are appropriate. For example, described acts orblocks may be performed in an order other than that specificallydisclosed, or multiple acts or blocks may be combined in a single act orblock or be performed substantially currently.

For instance, in certain embodiments, the participant may not berequired to initially purchase an item (Block 602) to enter theinteractive entertainment phase. Instead, the participant may beprovided with a “loaner” wand for use in the interactive entertainmentphase. The participant may then be given the option to purchase the wandat the end or during the game play. The participant may also be givenone or more objects that may be discarded or “upgraded.”

Furthermore, FIG. 26 illustrates a plurality of blocks comprised by theinteractive entertainment phase represented by Block 606. In particular,the interactive entertainment phase comprises a plurality of layers thatare interrelated such that progress in one or more layers may affect theparticipant's experience in one or more other layers. In certainembodiments, the layers are hierarchal and include upper layers thatencompass one or more lower layers. As a participant completes a task oractivity in one of the lower layers, he or she may be given access to,or his or her interactive experience may change, with respect to one ormore of the higher layers.

As shown in FIG. 26, the interactive entertainment phase has a basiclayer (Block 616). In certain embodiments, the basic layer is the firstlayer of game play and includes a simple magic effect, such as at leastone audio, visual and/or physical effect that is activated or triggeredby a device associated with the participant, such as, for example, amagic wand. For instance, a participant may enter the game place withhis or her magic wand in an effort to find one or more objects. Theparticipant may then maneuver his or her magic wand to activate a boxthat lights up and shows the words “You found the forest fern” or thatshows a picture of a forest fern.

In other embodiments, at least one of a plurality of simple effects maybe activated by the participant in the basic layer, including, but notlimited to: the playing of a sound, such as a voice or a musical tone;the lighting of a crystal; the opening of a treasure chest, the playingof a musical instrument; the turning on of a video display, such as apicture; the lighting of a lantern; the talking of a book; the soundingof thunder and/or the shaking of a ground surface beneath the playparticipant as strobe lights flash; and combinations of the same and thelike.

During the basic phase, the participant may be awarded points for eachtime he or she activates an effect. In certain embodiments, the pointsmay be in the form of “gold” and/or experience points. For instance, themore experience points a participant has, the further the participantprogresses in the game. The participant may even be awarded a certainlevel or title as he or she gathers points (for example, 0-1000 pointsis an Apprentice Magi; 1000-2000 points is a Beginning Magi; 2000-5000points is an Advanced Magi; and over 5000 points is a Master Magi).

The basic layer is advantageously adapted to the beginner-levelparticipant. Even young children, such as three- to five-year oldchildren may enjoy an extended period of time activating various audioand/or visual effects. Such a layer is also adapted to those who are notinterested in performing a more involved quest but enjoy observing thedifferent effects possible through the use of the magic wand. In otherembodiments, the basic layer is limited to participants who havepurchased only the basic wand and/or a basic entrance pass.

For many participants, however, the basic layer serves as a platform toa subsequent layer, such as the quests layer illustrated by Block 626 inFIG. 26. In certain embodiments, the quests layer includes one or moreinteractive challenges that a participant experiences and/or completesto advance in the interactive game 600. An exemplary embodiment of suchchallenges is detailed below.

The quests layer may comprise a plurality of “missions” that are givento the participant by a “GameMaster” or a “QuestMaster.” The participantis provided with a screen that lists all of the available quests andtheir associated “runes” and/or tokens. As the participant completeseach quest and collects the rune(s), the magic wand of the participantis given new powers, and the participant acquires additional gold and/orexperience points.

In certain embodiments, the quest sequence begins with the participantactivating a main quest screen by waving his or her magic wand. A sensornear the screen detects and identifies the wand, which has a uniqueidentification stored in the computer system. For instance, the wand maybe identified by an alphanumeric code and may be associated with a gameparticipant named “Jimmy.” The main quest screen then greets this gameparticipant by name by displaying the phrase “Welcome Magi Jimmy” andprovides the game participant with a number of options. For example, themain quest screen may allow this game participant to select a “Quests”option, an “Adventures” option or a “Status” option. In certainembodiments, by selecting the “Status” option, the main quest screendisplays the total gold and/or experience points this game participanthas acquired and his progress on any quest or adventure he hascommenced.

When the game participant selects the “Quests” option, a display appearson the main quest screen showing twelve runes. FIG. 27A illustrates anexample screen shot 650 depicting twelve different runes that are eachassociated with a different quest and/or that represent a special powerthat is granted when the participant completes the quest.

In certain embodiments, when a game participant selects a particularrune (for example, through pointing his magic wand), the QuestMasterappears on the screen (for example, as a full motion live action or ananimated character) and tells the game participant a story about therune, its powers and what the game participant must accomplish to earnthe rune. Once the QuestMaster has finished talking, another screenappears that shows the game participant the physical items that he mustfind in the interactive game area. Each time the game participant findsa particular item, the item is highlighted on the screen with asurrounding glow. This allows the game participant to monitor whichitems have been found and those items that he still has yet to obtain.For instance, FIG. 27B illustrates an exemplary screen shot of aplurality of runes that can be obtained through a plurality of quests.As shown five of the runes, which are highlighted, have already beenobtained by the participant (i.e., a Lightning Rune 661, a Distract Rune662, a Reveal Rune 663, a Enchant Rune 664, and a Music Rune 665).

To accept a quest, the game participant selects an “Accept” button. Thisnotifies the computer system that the wand associated with thisparticular game participant is now active with respect to the selectedquest. Thus, when the game participant finds the right item, thecomputer system recognizes the item and rewards the game participantaccordingly. In certain embodiments, if a game participant obtains thewrong item, the computer system may notify him as well.

Quests may take on many different forms. For instance, a quest maycomprise one or more scavenger hunts wherein the participant is requiredto find one or more objects identified by a list. For example, in orderto complete a “Lightning Quest,” a participant may be required to find asuit of armor, a shield, a sword in a stone, and a Book of Lightning.FIG. 27C illustrates an exemplary screen shot 670 that depicts the itemsneeded to complete the Lightning Quest. Each of these items may betangible items that are located and/or hidden in a predefined play spaceand identified by a sensor located on or approximate thereto. Forexample, the participant may “acquire” the item by waving his magic wand(or like device) at the item such that the sensor detects the wand andoutputs a signal to the computer system, which records the participant'sobtaining of the particular item. In other embodiments, the items may bevirtual items that may be acquired when the participant completes one ormore tasks and/or activities.

In certain embodiments, once the participant has acquired all the items,the participant is given one final task to collect the rune and/orcomplete the quest. For example, the participant may be required tocontact a Duel Master, which may be an animated or live action characterdepicted on a screen.

In certain embodiments, a quest may contain one or more characters thatrespond to signals from the magic wand or like device depending on theprogress of the participant in the interactive game 600. Thesecharacters may “live” in the game by being continuously depicted on ascreen (whether or not they are “active”). For example, a Dragon may beasleep in his lair, snoring and exhaling smoke when no players are inthe lair to challenge him. Likewise, the Duel Master may pace back andforth in his room until a player “activates” him.

For instance, the Duel Master may be activated by a participant who hascompleted all the elements of the particular quest (for example, findingall the items) and that directs his or her wand at the entrance to theDuel Master's house. The computer system then accesses its database todetermine if the participant associated with the wand has completed allthe tasks. If the participant has completed all the tasks, the computersystem activates a new video sequence in which the Duel Master turns andlooks at the camera, thanking the player for finding all of the itemsand rewarding them with the rune. An animated graphic of the Rune thenappears on the screen with the Duel Master. When the participant lateraccesses the “Status” option on the main quest screen, the Rune isdisplayed as being earned by the participant and the participant mayactivate one or more powers associated with the Rune. For instance, aLightning Rune may allow a participant to “zap” non-participantcharacters in the interactive game 600 and/or other participants in thegaming area or at a dueling station.

In other embodiments, a quest may comprise a timed event during which aparticipant is required to find one or more items. In yet otherembodiments, a quest may comprise finding a particular object anddelivering the object to another character. A skilled artisan willrecognize from the disclosure herein a wide variety of alternative formsof activities and/or tasks usable with one or more quests.

With reference to FIG. 26, the interactive game 600 may comprise asubsequent level to the quests layer. As shown, the quests layer mayserve as a platform to an adventures layer (Block 636). For instance,once the participant has completed a plurality of quests, he or she maymove on to an adventure. As another example, once the participant haspurchased additional items and/or passes in combination with or in placeof completing at least one quest, the participant may move on to anadventure.

In certain embodiments, an adventure is a story within the interactivegame 600 in which a participant may interact. For example, an adventuremay comprise: battling a Goblin King; taming a Unicorn; assistingPixies; meeting with the Duel Master, dueling the Dragon; andcombinations of the same or the like. An example screen shot 675 forproviding the participant with adventure selections is illustrated inFIG. 27D. An adventure may begin in a manner similar to a quest, whereinthe participant selects from a screen a particular adventure. TheQuestMaster may then deliver to the participant a story about a problemin the kingdom and the first task that must be accomplished by theparticipant to solve the problem. As one example, the problem may bethat Dungeon Goblins have stolen a Princess's jewels. The participantmay then need to battle the Goblin King to obtain the jewels and returnthem to the Princess.

In certain embodiments, the participant is required to complete aplurality of tasks or steps prior to completing the adventure. Forinstance, the participant may be required to complete one task beforebeing informed as to the subsequent task. As one example, theparticipant may need to light torches, open a gate, distract a guard,battle the Goblin King, find the jewels scattered around the dungeon,and then return the jewels to the Princess.

In certain embodiments, in order to successfully complete each step ofan Adventure, the participant must have acquired one or more particularrunes during the quest layer. For example, to open the gate, aparticipant may need a Portal Rune. To distract the guard, theparticipant may need a Distraction Rune. To battle the Goblin King, theparticipant may need the Lightning Rune. As can be seen, a participantmay complete an adventure only after he or she has completed particularquests.

In certain embodiments, each adventure advantageously includes an endingin which, once the adventure has been completed, a game character givesthe participant a virtual magic item. FIG. 27E illustrates an exemplaryscreen shot 680 that depicts various awards for completing certainadventures. In certain embodiments, the virtual magic item gives theparticipant more power and/or ability to progress in the interactivegame 600. Furthermore, the virtual magic item may also be purchased inthe retail store, such as during either of the retail phases illustratedby Blocks 602 and 610. In yet other embodiments, if the participant hasboth purchased and earned the virtual magic item, the participant may beawarded with certain enhanced power that may be used during theinteractive game 600, such as at a dueling station.

With reference to FIG. 26, the interactive game 600 may comprise asubsequent level to the adventures layer. As shown, the adventures layermay serve as a platform to a competition layer (Block 636). Forinstance, once the participant has completed one or more adventures, heor she may advance to the competition layer to compete with one or moreother game participants. As another example, once the participant haspurchased additional items and/or passes in combination with or in placeof completing at least one adventure, the participant may move on to thecompetition layer.

The competition layer will be described hereinafter with respect to adueling competition, wherein at least two players face off against eachother by casting certain spells and using powers that they have acquiredduring their quests and adventures. That is, the power and/or strengthof each duel participant depends on the progress of the participant inone or more other activities (for example, quests, adventures). Ofcourse, other types of competitive games may be used during thecompetition layer, as will be readily apparent from the disclosureherein.

In certain embodiments, the dueling competition utilizes duelingstations that are set up as an interactive arcade-type game. The duelingstations may be located in or near the gaming area used for the questsand/or adventures, or the dueling stations may be at a remote location.For instance, the dueling stations may be located at a fast foodrestaurant or another recreational facility or online.

FIG. 28 illustrates an exemplary embodiment of dueling stations usablein the competition layer. In particular, a first dueling station 802 isused by a first participant 803 and is set up opposite a second duelingstation 804 (for example, at a distance approximately twelve feet apart)usable by a second participant 805. The first dueling station 802further includes a first rear display 806 and a first console 808, whichfurther includes a first front display 810 and a first sensor 812. Thesecond dueling station 804 includes a second rear display 814 and asecond console 816, which further includes a second front display 818and a second sensor 820. For example, in certain embodiments, each ofthe rear displays 806 and 814 comprises a projection screen, and each ofthe front displays 810 and 818 comprises a video monitor (for example, a25-inch to 3D-inch monitor).

The first participant 803 is advantageously positioned to view both thesecond rear display 814 and the second front display 818. In certainembodiments, the second rear display 814 shows the spells (such as, forexample, attack, shield and/or heal spells) cast by the secondparticipant 805 during the duel. The second front display 818 shows thespells cast by the first participant 803 during the duel. In situationswhere multiple spells are cast at the same time by a single participant,the attack graphic may appear first, followed by the shield or healgraphic.

The first dueling station 802 may also include a first “mana” pole 822that displays the current power of the first participant 803. Forinstance, the first mana pole 822 may include a plurality of lights (forexample, eight lights) that are initially lit up at the beginning of theduel and that successively turn off as the first participant 803 losespowers. When all the lights of the mana pole 822 turn off, the firstparticipant is out of power and is defeated. In certain embodiments,each of the lights represents ten mana/points (for example, for a totalof eighty mana/points).

The second participant 805 is advantageously positioned to view both thefirst rear display 806 and the first front display 810. The first reardisplay 806 shows the spells cast by the first participant 803 duringthe duel. The first front display 810 shows the spells cast by thesecond participant 805 during the duel. The second dueling station 804also includes a second “mana” pole 824 that displays the current powerof the second participant 805.

In certain embodiments, the dueling stations 802, 804 may also include aplurality of special effect devices to enhance the dueling experience.For instance, either or both of the dueling stations 802 and 804 mayinclude at least one fan to simulate “wind,” a heating element tosimulate “fire,” a vibratable floor, a fog machine, multi-coloredoverhead lights (for example, bright white, red, blue and/or purplelights), an integrated sound system (for example, with speakers at thebase of the dueling station), and combinations of the same and the like.

In certain embodiments, the sensors 812, 820 comprise illuminationdevices and detect “spells” cast by the participants 803, 805,respectively, maneuvering their magic wands. For instance, the sensors812, 820 may detect at least two different qualities of spells (forexample, low quality and high quality), each of which results in adifferent effect. In certain embodiments, the low level spell is equalto the lowest level of mana (for example, ten mana/points). Forinstance, a participant who casts a low-level spell may cause damage often mana/points to his or her opponent, while a participant who casts ahigh-level spell may inflict damage of twenty or thirty mana/points.

In certain embodiments, the duel between the first participant 803 andthe second participant 805 begins when each of the participants hovershis or her wand about the sensors 812, 820, respectively. Each of thefront displays 810 and 818 then shows symbols representing the pluralitya spells for use in dueling. Furthermore, the front displays 810, 818may highlight the spells that have been earned by the particular playparticipant for use in the current duel. In certain embodiments, eachparticipant is given fire (basic attack) and shield (basic defend)spells. Each attack spell is capable of damaging the opposingparticipant's mana. Once one participant's mana is depleted, the otherparticipant wins. In certain embodiments, the successful participantalso earns gold and/or powers to be added to his or her interactive gameprofile.

Although the dueling competition has been described with reference toparticular embodiments, a wide variety of alternative systems and/ordevices may be used. For instance, one or more of the dueling stationsmay include a scoreboard that displays the current state of the duel,the names of the highest scoring players for the day, and/or currentevents relating to the gaming area.

Also, as will be recognized from the disclosure herein, additionallayers may be added to the interactive game 600 as appropriate. Forinstance, the game 600 may further include an Expeditions layer, whereinthe participant is required to complete one or more adventures and/ormake certain purchases in order to participate in an expedition. Inaddition, the competition layer may be implemented before or afterdifferent layers and/or may be integrated into the layers. Moreover,retail layers may be integrated into the training and interactiveentertainment layers. For example, there may be certain basic effects,quests, adventures, or competitions that cannot be completed without acertain retail purchase, and/or the participant's strength or power maybe increased during the levels based on certain retail purchases.

Furthermore, although the interactive game 600 has been described withreference to particular embodiments, devices other than a wand may beused. For example, the interactive game 600 may use cards with magneticstrips, a device with an embedded RFID reader or other like electronictag or device that stores and/or outputs a readable signal. In certainembodiments, the participant may be further associated with a compassthat tracks the location of the participant and/or allows others tolocate or send messages to the participant (for example, a parentcontacting his or her child in the game area).

The interactive game 600 may also be performed in a plurality oflocations. For instance, the adventure layer represented by Block 636 ofFIG. 26 may be performed in a location different than the location ofthe quests layer (Block 626) and/or the competition layer (Block 646).

In addition, although the interactive game 600 is explained herein withreference to a magical-themed environment, the interactive game 600 mayadapted to, but not restricted to the following themes: space, pirates,dinosaurs, time travel, Tom Sawyer, Nickelodeon, Looney Tunes, HauntedHouses, and the like. For instance, the following provides an example ofa racing themed, interlinked games wherein progress within one gameand/or retail purchases effect the progress and/or advancement in asecond linked game.

Interlinked Games

In certain embodiments, the systems and methods disclosed herein mayprovide interlinked games such that as a participant earns points,levels, strengths, and the like by playing one game, those earningsaffect how the participant advances to or progresses in a second game.

For example, imagine that a game participant “Joshua” plays a first carracing game and reaches Level 5 of 10 which places him at “expert leveldriver” with “turbo boost” strength and “ten extra spare tires.” Thegame participant then goes to play a second car racing game that is“linked” to the first car racing game. The second car racing gamerecognizes this game participant, his Level 5 status of “expert leveldriver,” his turbo boost strength and ten extra spare tires. Thus, whenthe game participant starts to play the second car racing game, hestarts at the equivalent of Level 5 and is able to use his turbo booststrength and ten extra spare tires.

The game participant then wants to earn rocket fuel, and he discoversthat in order to have rocket fuel for playing the first car racing gameand/or the second car racing game, he has to compete and place in thetop three in a multiple participant car racing game. If the gameparticipant does so, he will earn rocket fuel and be able to use thatfuel when he goes back to play the first car racing game and/or thesecond car racing game.

In addition, if the game participant wants to earn the “extreme exhaustsystem” for his car, then he has to purchase at least five HAPPY MEALS®at MCDONALD'S® and correctly answer twenty questions in an online quiz.Once he enters his receipt codes for his five HAPPY MEALS®, and entersthe correct answers on the quiz, the game participant's status isupdated to include the “extreme exhaust system.” When he goes back toplay the first car racing game and/or the second car racing game, thegames will recognize that he has earned the extreme exhaust system.

Next, our game participant wants to obtain a “fire retardant drivingjacket” to make him more likely to survive a crash in the first carracing game and/or the second car racing game. The game participant thengoes to the local GYMBOREE® and purchases a particular jacket. With theparticular jacket comes a special code that our game participant entersonline to obtain the “fire retardant driving jacket.” When the gameparticipant returns to play the first car racing game and/or the secondcar racing game, the games will recognize that he has the fire retardantdriving jacket. Thus, if the game participant crashes during the game,his character may survive the crash, whereas the game may end foranother participant who did not get the fire retardant driving jacket.

While a car racing example has been used, it is recognized that theinterlinked game system may be used in a variety of environments and mayinclude participation in several different areas, including gaming, foodservice, clothing, toys, libraries, doctors, dentists, restaurants, andthe like. In addition, a variety of different games could be interlinkedincluding virtual and physical games and challenges.

While certain embodiments of the inventions have been described, theseembodiments have been presented by way of example only, and are notintended to limit the scope of the disclosure. Indeed, the novel methodsand systems described herein may be embodied in a variety of otherforms; furthermore, various omissions, substitutions and changes in theform of the methods and systems described herein may be made withoutdeparting from the spirit of the disclosure. The accompanying claims andtheir equivalents are intended to cover such forms or modifications aswould fall within the scope and spirit of the disclosure.

What is claimed is:
 1. A method for providing multiple guests withpersonalized interactive entertainment experiences, the methodcomprising: providing each guest with a portable wireless trackingdevice comprising: (i) a first non-volatile memory storing a firstunique identifier and an encryption key; (ii) a first radiofrequency(RF) transceiver; and (iii) a first antenna configured to activate saidfirst RF transceiver when said first antenna is energized by an externalRF field; providing, at different locations within an entertainmentvenue, multiple RF reader devices, each comprising: (i) a secondnon-volatile memory storing a second unique identifier; (ii) a second RFtransceiver configured to wirelessly communicate with said first RFtransceiver; and (iii) a second antenna configured to produce anexternal RF field that energizes said first antenna by inductivecoupling over a predetermined distance; providing multiple interactivedevices at different locations within said entertainment venue fordelivering guest-specific interactive entertainment experiences based atleast in part on the first unique identifier and the encryption key,wherein the encryption key is used to decode or authenticate datareceived from said portable wireless tracking device; providing a hostcomputer system configured to communicate with each of said multiple RFreader devices and each of said multiple interactive devices; causingsaid host computer to track and record over time locations andactivities of each said guest within said entertainment venue accordingto said first and second unique identifiers; and causing said hostcomputer to adjust said guest-specific interactive entertainmentexperiences over time based on said corresponding tracked and recordedlocations and activities.
 2. The method of claim 1, wherein saidportable wireless tracking device comprises a wearable necklace orbracelet.
 3. The method of claim 1, wherein said first unique identifiercomprises a guest identification number.
 4. The method of claim 1,wherein said predetermined distance is less than 100 cm.
 5. The methodof claim 1, wherein at least one of said multiple interactive devicescomprises a display device configured to display one or morecomputer-animated game characters as part of an interactive game.
 6. Themethod of claim 1, wherein at least one of said multiple interactivedevices comprises a digital camera configured to capture digital imagesof each said guest and further comprising causing said host computer tostore said digital images in association with said first uniqueidentifier.
 7. The method of claim 1, further comprising causing saidhost computer to adjust said guest-specific interactive entertainmentexperiences over time based on analyzing behavioral characteristics ofeach said guest according to said corresponding tracked and recordedlocations and activities.
 8. A system for providing an adaptable guestentertainment experience, said system comprising: a portable wirelesstracking device configured to be carried or worn by a guest within anentertainment venue, said wireless tracking device comprising: (i) afirst non-volatile memory storing a first unique identifier and anencryption key; (ii) a first radiofrequency (RF) transceiver; and (iii)a first antenna configured to activate said first RF transceiver whensaid first antenna is energized by an external RF field; multiple RFreader devices disposed at different locations within an entertainmentvenue, each RF reader device comprising: (i) a second non-volatilememory storing a second unique identifier; (ii) a second RF transceiverconfigured to wirelessly communicate with said first RF transceiver; and(iii) a second antenna configured to produce an external RF field thatenergizes said first antenna by inductive coupling over a predetermineddistance; multiple interactive devices disposed at different locationswithin said entertainment venue configured to deliver interactiveentertainment experiences based at least in part on the first uniqueidentifier and the encryption key, wherein the encryption key is used todecode or authenticate data received from said portable wirelesstracking device; and a host computer system that communicates with eachof said multiple RF reader devices and each of said multiple interactivedevices, said host computer system comprising one or more processors andmemory that stores executable program instructions to: (i) cause saidhost computer system to track and record over time locations andactivities of said guest within said entertainment venue according tosaid first and second unique identifiers, and (ii) cause said hostcomputer to adjust said interactive entertainment experiences over timebased on said corresponding tracked and recorded locations andactivities of said guest.
 9. The system of claim 8, wherein saidportable wireless tracking device comprises a wearable necklace orbracelet.
 10. The system of claim 8, wherein said first uniqueidentifier comprises a guest identification number.
 11. The system ofclaim 8, wherein said predetermined distance is less than 60 cm.
 12. Thesystem of claim 8, wherein said adaptable guest entertainment experiencecomprises an interactive game, and wherein at least one of said multipleinteractive devices comprises a display device configured to display oneor more computer-animated game characters.
 13. The system of claim 8,wherein at least one of said multiple interactive devices comprises adigital camera configured to selectively capture digital images of saidguest, and wherein, upon execution, said executable program instructionscause said host computer to store said digital images in associationwith said first unique identifier.
 14. The system of claim 8, whereinsaid executable program instructions, upon execution, cause said hostcomputer to adjust said interactive entertainment experiences over timebased on analyzing behavioral characteristics of said guest according tosaid corresponding tracked and recorded locations and activities.
 15. Amethod for providing an adaptable guest entertainment experience, saidmethod comprising: providing a guest with a portable wireless trackingdevice comprising: (i) a first non-volatile memory storing a firstunique identifier and an encryption key; (ii) a first radiofrequency(RF) transceiver; and (iii) a first antenna configured to activate saidfirst RF transceiver when said first antenna is energized by an externalRF field; providing, at different locations within an entertainmentvenue, multiple RF reader devices, each comprising: (i) a secondnon-volatile memory storing a second unique identifier; (ii) a second RFtransceiver configured to wirelessly communicate with said first RFtransceiver; and (iii) a second antenna configured to produce anexternal RF field that energizes said first antenna by inductivecoupling; providing, at different locations within said entertainmentvenue, multiple interactive devices for delivering interactiveentertainment experiences to said guest based at least in part on thefirst unique identifier and the encryption key, wherein the encryptionkey is used to decode or authenticate data received from said portablewireless tracking device; providing a host computer system configured tocommunicate with each of said multiple RF reader devices and each ofsaid multiple interactive devices; causing said host computer system totrack and record over time locations and activities of said guest withinsaid entertainment venue according to said first and second uniqueidentifiers; and causing said host computer to adjust said interactiveentertainment experiences over time based on said corresponding trackedand recorded locations and activities.
 16. The method of claim 15,wherein said portable wireless tracking device comprises a wearablenecklace or bracelet.
 17. The method of claim 15, wherein said firstunique identifier comprises a guest identification number.
 18. Themethod of claim 15, wherein said adaptable guest entertainmentexperience comprises an interactive game, and wherein at least one ofsaid multiple interactive devices comprises a display device configuredto display one or more computer-animated game characters.
 19. The methodof claim 15, further comprising causing a digital camera to capturedigital images of said guest and storing said digital images inassociation with said first unique identifier.
 20. The method of claim15, further comprising causing said host computer to adjust saidinteractive entertainment experiences over time based on analyzingbehavioral characteristics of said guest according to said correspondingtracked and recorded locations and activities.